Electronic game system with player-controllable security for display images

ABSTRACT

Electronic game systems with player-controllable security for display images are described. In one implementation, an exemplary multiplayer system hides the identity of virtual game artifacts, such as playing cards, being displayed as images, but allows the player to whom the virtual game artifacts are assigned to view the identities of the virtual game artifacts at will. A sensor or a player-controlled device, such as a switch or a touch screen display, can change a display image in order to hide or reveal at least part of the identity of the virtual game artifact. The display image being secured by the system can be a virtual representation of a playing card, die, dice, domino, game tile, game-piece, roulette number, slot symbol, icon, or token. The system can also shield the identity of the virtual game artifact while the display image is at one visual size, and reveal the identity of the virtual game artifact when shrinking the visual size of the display image to afford security.

RELATED APPLICATIONS

This continuation-in-part application claims priority to co-pending U.S.patent application Ser. No. 11/404,955 to Sines et al., entitled,“Multi-player electronic display gaming apparatuses,” filed Apr. 14,2006 and incorporated herein by reference, which in turn was acontinuation of U.S. Pat. No. 7,255,642, which was a continuation ofU.S. Pat. No. 6,651,985, which was a continuation of U.S. patentapplication Ser. No. 09/159,813 (abandoned), which was acontinuation-in-part of U.S. Pat. No. 6,165,069, filed Mar. 11, 1998.

BACKGROUND

In the gaming industry there is a significant volume of gambling whichoccurs at live table games which use playing cards. Exemplary live tablegames include blackjack, poker, baccarat, and others. There is also anumber of proprietary or specialty live table card games which havedeveloped, such as Pai-Gow poker, LET-IT-RIDE, CARIBBEAN STUD, andothers. These and many other games all involve play using playing cards.The use of playing cards has a number of associated limitations anddisadvantages which have long plagued the casino industry. Some of theseare of general concern to all or most playing card games. Others areproblems associated with the use of playing cards in particular games.Some of the principal concerns and problems are discussed below.

The use of playing cards at live table games typically involves severaloperational requirements which are time-consuming. These operations areconveniently described as collecting, shuffling and dealing of thecards. In many card games there is also a step of cutting the deck afterit has been shuffled.

In the collecting operation, a dealer typically collects the cards justplayed at the end of a hand of play. This is done in preparation forplaying the next hand of cards. The cards are best collected so all arein a face-down or face-up condition. The cards also are typicallystraightened into a stack with the long sides and short sides aligned.These manipulations take time and are not typically appreciated byeither the dealer or players as enhancing the play and entertainmentvalue of the game.

In many games the cards collected at the end of the hand are depositedin a discard rock which collects the played cards until the time a newstack is obtained or the stack is shuffled. In some games the cards areimmediately shuffled into the stock either manually or using a shufflingmachine. More typically, the cards are collected and then shuffling isperformed later by the dealer.

When shuffling is needed, it involves a break in the action of the tablegame and consumes a significant amount of time. Shuffling is also themost time consuming operation in preparing for the next hand. Thus,shuffling is of substantial financial significance to the casinoindustry because it requires significant time and reduces the number ofhands which can be played per hour or other period of time. The earningsof casinos is primarily dependent upon the total number of hands played.This is true because the casino on average wins a certain percent of theamounts wagered, and many or most casinos are open on a 24-hour basis.Thus, earnings are limited by the number of hands that can be played perhour. In light of this there has been a significant and keen interest bycasino owners to develop practices which allow more games to be playedin a given amount of time. Accomplishing this without detracting fromthe players enjoyment and desire to play the game is a challenging andlongstanding issue with casino owners and consultants in the gamingindustry.

An additional consideration in the casino industry is the costsassociated with shuffling machines. Shuffling machines currentlyavailable have costs in the thousands of dollars. Such machines savetime in performing the shuffling process, but still require time toload, operate and unload. These factors reduce the savings associatedwith reduced shuffling time and effort. Further reductions in the costsand time associated with shuffling of cards is still desired.

The amount of time consumed by collecting, shuffling and dealing is alsoof significance in private card games because it also delays action andrequires some special effort to perform. In private games there is alsosome added complexity due to card players remembering or figuring outwho previously dealt and who should now shuffle and re-deal the cards asneeded.

In addition to the time delay and added activity needed to collect,shuffle and deal cards, there is typically some time devoted to cuttingthe deck of cards which have been shuffled and which are soon to bedealt. This traditional maneuver helps to reduce the risk that thedealer who has shuffled the cards may have done so in a way that stacksthe deck in an ordered fashion which may favor the dealer or someoneelse playing the game. Although cutting the deck does not require alarge amount of time, it does take some time. The amount of time spenton cutting reduces the frequency at which hands of the card game can beplayed.

The above and related considerations clearly demonstrate that asubstantial amount of time is consumed by collecting, shuffling, cuttingand dealing playing cards. The casino industry has long felt the desireto reduce the time spent and increase play of live table games.

In the gaming industry there is also a very significant amount of timeand effort devoted to security issues which relate to play of the casinogames. Part of the security concerns stem from frequent attempts tocheat during play of the games. Participants may try to view eachother's cards when the game involves betting and bluffing in associationwith a hidden combination of cards. Attempts to cheat are made not onlyby players, but also by dealers, and more significantly by dealers andplayers in collusion. This cheating seeks to affect the outcome of thegame in a way which favors the dealer or players who are workingtogether. The amount of cheating in card games is significant to thecasino industry and constitutes a major security problem which has largeassociated losses. The costs of efforts to deter or prevent cheating arevery large and made on a daily basis.

Many of the attempts to cheat in the play of live table card gamesinvolve some aspect of dealer manipulation of cards during collection,shuffling, cutting or dealing of cards. Thus, there is a need formethods and apparatuses which can be used in the play of live table cardgames which reduces the ability of the dealer and/or players to cheat bymanipulation of playing cards. Of greatest concern are schemes wherebythe deck is stacked and the stacked deck is used to the collusiveplayer's advantage. Stacked decks represent huge potential losses sincethe player is aware of the cards which will be played before play occursand can optimize winnings by increasing bets for winning hands anddecreasing bets for losing hands.

Casinos have recognized that their efforts to reduce cheating would beimproved if the casino had comprehensive information on the cards whichhave been played, the amounts bet, the players and dealers involved andother information about actions which have taken place at the cardtables. This is of particular importance in assessing the use of stackeddecks. It is also important where card tracking is occurring. Additionalexplanation about card tracking is discussed below. The informationdesired by the casinos includes knowing the sequence and exact cardsbeing dealt.

Some attempts have been made to record card game action. The bestcurrent technology involves cameras which are mounted above the tablesto record the action of the card games. This approach is disadvantagedby the fact that not all cards dealt are easily known from a cameraposition above the table because some or all of the cards are not dealtface-up, or are hidden by overlying cards. Although many Blackjack gamesare sufficiently revealing to later determine the order of dealt cards,others are not. Other card games, such as poker, have hands which arenot revealed. The covered cards of the players do not allow the order ofdealt cards to be ascertained from an above-table camera.

Even where above-table cameras are used, their use may not be effective.Such cameras may require time-consuming and tedious human analysis to goover the video tapes or other recordings of table action. This humanstudy may be needed just to ascertain the sequence of cards dealt or todetermine the amount of betting. Such human analysis is costly andcannot economically be used to routinely monitor all action in a casinocardroom. It is also required because there is no current way for easilyascertaining whether the dealer or player won the hand, such as in ablackjack game. It is typically not possible to discern the indicianumber or letter presented in the corner of the playing card when viewedin a recorded video tape. Counting the individual pips in the centerfield of the playing cards can be done; however, it cannot be done inall situations with the desired reliability. This is true because cardsmay be partly or totally covered by another overlying card contained inthe same hand, leading to missing information or mistakeninterpretations.

For the above reasons, the video camera monitoring techniques have onlyfound very limited effectiveness as a routine approach for identifyingcheating. There has also been relatively limited use as a seriousanalytical tool because of the difficulty of analysis. Such camerasurveillance techniques are also of only limited effectiveness as adeterrent because many of the people involved with cheating have aworking knowledge of their limitations and utilize approaches which arenot easily detectable by such systems.

Another use of video camera monitoring and recording has been made inthe context of analyzing card table action after someone has become asuspect. The tape recordings serve as evidence to prove the cheatingscheme. However, in the past, this has generally required other evidenceto initially reveal the cheating so that careful analysis can beperformed. More routine and general screening to detect cheating hasremained a difficult and continuing problem for casinos.

Another approach to reducing security problems utilizes card shoeshaving card detection capability. Card shoes hold a stack of cardscontaining typically from one to six decks of cards. The cards are heldin the card shoe in preparation for dealing and to secure the deckwithin a device which restricts access to the cards and helps preventcard manipulations. Card shoes can be fit with optical or magneticsensors which detect the cards as they are being dealt. Some of theproblems of security analysis using above-table cameras is reduced whenthe sequence of cards dealt can be directly determined at the card shoeusing optical or magnetic sensors.

One advantage of such card shoes is that the card sequence informationcan be collected in a machine readable format by sensing the specificnature (suit and count) of each card as they are dealt out of the cardshoe. However, most such card shoes have special requirements for thecards being used. Such cards must carry magnetic coding or arespecifically adapted for optical reading. This increases the cost of thecards and may not fully resolve the problems and difficulties inobtaining accurate information concerning sequence information.

The automated data collecting card shoes also do not have an inherentmeans for collecting data on the assignment of the card to a particularplayer or the dealer. They further do not collect data on the amountsbet. These factors thus require some other manual or partially automateddata collection system to be used, or require that time-consuming humananalysis be performed using video tapes as explained above.

An additional issue which has continued to be a concern in the casinoindustry relates to the use of automated shuffling machines. Priorautomated shuffling machines have not demonstrated a sufficient abilityto thwart highly skilled gamblers. Such gamblers have demonstrated anability either by human intellect and training, or with the aid ofcomputers, to determine information about the decks being dealt. Thisinformation is typically derived from information collected concerningthe preceding hand or hands of play. Armed with such information, theskilled gamblers track a specific sequence or multiple sequences orgroupings of cards within a deck or large stock. Tracking is often donefor a group of cards forming part of a stack rather than an entirestack. These techniques in card tracking can significantly shift theadvantage from the casino to a skilled gambler. Prior card shufflingmachines all show a weakness in that skilled gamblers can observeoperation of the machines and in many situations make predictions whichserve as a means for card tracking.

The use in blackjack of numerous card decks, such as six decks, has beenone strategy directed at minimizing the risk of card tracking. Suchtracking should be contrasted with card counting strategies which aretypically less accurate and do not pose as substantial a risk of loss tothe casino. Use of numerous card decks in a stack along with proper cutcard placement can also reduce the risk of effective card counting.However, it has been found that multiple decks are not sufficient toovercome the skilled gambler's ability to track cards and turn theadvantage against the house.

Card tracking can be thought of as being of two types. Sequential cardtracking involves determination of the specific ordering of the carddeck or decks being dealt. This can be determined or closely estimatedfor runs of cards, sequences of cards forming a portion or portions of astack. Sequential card tracking can be devastating to a casino since aplayer taking advantage of such information can bet large in a winningsituation and change the odds in favor of the player and against thecasino.

Slug tracking involves determining runs of the deck or stack which showa higher frequency of certain important cards. For example, in the playof blackjack there are a relatively large number of 10-count cards.These 10-count cards are significant in producing winning blackjackhands or 20-count hands which are also frequently winning hands.Gamblers who are proficient in tracking slugs containing large numbersof 10-count cards can gain an advantage over the house and win inblackjack.

There is also a long-standing problem in the play of blackjack whichconcerns the situation when the dealer receives a blackjack hand in theinitial two cards dealt. If the dealer has a 10-count card or ace as theupcard, then it is possible for the dealer to have a blackjack. If thedealer does have a blackjack, then there is no reason to play the handout since the outcome of the hand is already determined without furtherdealing. If the hand is fully played out, and the dealer then revealsthat the dealer has received a blackjack hand, then a significant amountof time has been wasted. It also causes players to often be upset when ahand is played out to no avail.

In many casinos the waste of time associated with playing out hands witha winning dealer blackjack has lead to various approaches which attemptto end the hand after the initial deal. Some of these allow the dealerto look at the down card to make a determination whether a blackjackhand has been dealt to the dealer. This looking is commonly called“peeking” and is an operation which has been the source of numerouscheating schemes involving dealers and players who work in collusion.

In such cheating associated with peeking at the down card, the dealercheats in collaboration with an accomplice-player. This cheating isfrequently accomplished when the dealer signals the accomplice using eyemovements, hand movements or other signals. If a dealer does not peek,then he does not know the value of his hand until after the players havecompleted their play. If the dealer does peek, then he can use such eyemovements, hand movements or other techniques to convey instructions tohis accomplice-player. These signals tell the accomplice what hand thedealer has been dealt. With this knowledge of the dealer's hand, theaccomplice has improved odds of winning and this can be sufficient toturn the long-term odds in favor of the accomplice-player and againstthe casino.

Because of this potential for cheating, peeking as a normal procedure inthe play of blackjack has been viewed with disfavor by many casinos.Some casinos which have experienced losses due to such cheating haveeliminated the peeking procedure and decided to instead incur the wasteof time and problems associated with playing out the hand of cards.

There has also been a substantial number of apparatuses devised tofacilitate the peeking procedure or render it less subject to abuse.Such peeking devices are intended to allow determination of whether thedealer has received a blackjack hand; however, this is done withoutrevealing to the dealer what the down card is unless it makes ablackjack. Some of these devices require a special table with a peekingdevice installed in the table. Others allow the down card to be reviewedusing a table top device in which the card is inserted. These systemsand others involve the use of special playing cards. These devices andmethods generally add greater costs and slow the play of the game. Theslowed play often occurs to such a degree that it offsets the originalpurpose of saving the time associated with playing out possible dealerblackjack hands. The prior attempts have often ended up unacceptable andare removed. This problem has nagged the casino industry for many yearsand a fully acceptable solution has never been found.

Another notable problem suffered by live table games is the intimidationwhich many novice or less experienced players feel when playing suchgames. Surveys have indicated that many new or less experienced peoplewho come to a casino are inclined to play slot machines and video cardgames. These people feel intimidation at a live table game because suchgames require quick thinking and decision making while other people arewatching and waiting. This intimidation factor reduces participation intable games.

The intimidation factor experienced by many in connection with livetable games has had a very significant effect on casinos and the gamesoffered in the casinos. Years ago, live table games constitutedapproximately two-thirds of the casino business, with slot machinesbeing the remaining one-third. Now it is just the opposite, withtwo-thirds of the business being in slot machines and similar singleperson gaming machines while live table games constitute only one-thirdof the business. Since betting at live table games is generally larger,this development is something of a disadvantage to the casinos ascompared to the same persons participating in a live table game. Effortsto stem or reverse this trend using specialty table games with differentplay and larger jackpots have not been effective or of only temporarybeneficial effect. Some of the efforts have produced fads or othertemporary increases in interest levels but the overall effect has nothad a long-term benefit. Thus, there is a need for improved live tablegames which reduce the intimidation factor and enhance the ease withwhich a player adopts play of such games. There is also need for livetable games which provide satisfaction to those who play, such thatrepeat participation is improved.

A further issue which has developed in the casino business is thepublic's increasing interest in participating in games which have a verylarge potential payoff. This may be in part be a result of the largeamount of publicity surrounding the state operated lotteries. News ofhuge payoffs is read with keen interest and creates expectations thatgaming establishments should provide games with large jackpots. Oneapproach has been the networked or progressive slot machines that use acentralized pool of funds contributed by numerous players. These slotmachine systems are relatively more costly to purchase and operate. Formany gamblers, this approach is not particularly attractive. This lackof attractiveness may be due to the impersonal and solitary nature ofplaying slot machines. It may alternatively be for other reasons.Whatever the reason, the public is clearly interested in participatingin games which can offer potential jackpots which are very large. Tablecard games have not been able to satisfactorily address this interest.The continued diminishment in the percent of people who play live tablegames indicates the need for more attractive games and game systemswhich address to public's interests.

A further problem associated with live table card games are the costsassociated with purchasing, handling and disposal of paper and plasticplaying cards. Casinos pay relatively favorable prices for card decks,but the decks roughly cost about $1-2 per deck. Each casino uses decksfor a very limited period of time, typically only one shift, and almostalways less than one day. After this relatively brief life in thelimelight, the decks are disposed of in a suitable manner. In some casesthey can be sold as souvenirs. This is done after the cards arespecially marked or portions are punched out to show they have beendecommissioned from a casino. This special marking allows the cards tobe sold as souvenirs while reducing the risk that they will later beused at the card tables in a cheating scheme which involves slipping awinning card into play at an appropriate point. In other cases theplaying cards are simply destroyed or recycled to eliminate this lastrisk. In any case, the cost of playing cards for a casino is significantand can easily run in the hundreds of thousands of dollars per year.

In addition to the above problems, there are also a significant costassociated with handling and storing the new and worn playing cards.Sizable rooms contained in the casino complexes are needed just to storethe cards as they are coming and going. Thus, the high cost of casinofacilities further exacerbates the costs associated with paper andplastic playing cards.

These and other considerations have been partially or fully addressed bythe current invention which is described more fully below. Additionalbenefits and advantages of the current invention will be given in thefollowing description, or will be apparent from the nature of theinvention.

SUMMARY

Electronic game systems with player-controllable security for displayimages are described. In one implementation, an exemplary multiplayersystem hides the identity of virtual game artifacts, such as playingcards, being displayed as images, but allows the player to whom thevirtual game artifacts are assigned to view the identities of thevirtual game artifacts at will. A sensor or a player-controlled device,such as a switch or a touch screen display, can change a display imagein order to hide or reveal at least part of the identity of the virtualgame artifact. The display image being secured by the system can be avirtual representation of a playing card, die, dice, domino, game tile,game-piece, roulette number, slot symbol, icon, or token. The system canalso shield the identity of the virtual game artifact while the displayimage is at one visual size, and reveal the identity of the virtual gameartifact when shrinking the visual size of the display image to affordsecurity.

This summary section is not intended to give a full description of theelectronic gaming system, or to provide a list of features and elements.A detailed description of example embodiments of the electronic gamingsystem follows.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the exemplary system are described below with referenceto the accompanying drawings, which are briefly described below.

FIG. 1 is a perspective view showing a gaming table fitted with a systemaccording to the current invention.

FIG. 2 is a top view of the gaming table and system shown in FIG. 1.

FIG. 3 is a sectional view showing portions of the gaming table andsystem of FIG. 1.

FIG. 4 is a top view showing the presentation unit of FIG. 1 shown inisolation.

FIG. 5 is a perspective view of a dealing shoe module forming a part ofthe system of FIG. 1.

FIG. 6 is an enlarged top view showing in isolation a dealer displaywhich forms part of the presentation unit shown in FIG. 4.

FIGS. 7-22 are enlarged top views showing portions of a single playerstation with a display which forms part of the presentation unit shownin FIG. 4. Each of FIGS. 7-22 show a different stage in a sequence ofdisplay images as a hand of cards is played.

FIGS. 23-25 are schematic diagrams showing an electronic system formingpart of the system of FIG. 1.

FIGS. 26-37 are operational flow diagrams showing significant steps inthe logical processes employed for data processing functions carried outby the system of FIG. 1.

FIG. 38 is a top view of an alternative betting chip used with a systemsimilar to the system of FIG. 1.

FIG. 39 is an enlarged sectional view of the betting chip shown in FIG.38 as taken along line 39-39.

FIG. 40 is top or plan view of a further example gaming system.

FIG. 41 is a top view of a portion of the gaming system pictured in FIG.40.

FIG. 42 is a top view of the base plate portion of FIG. 41 withadditional components mounted thereon which form additional parts of thesystem of FIG. 40.

FIG. 43 is a top view of the presentation unit shown in FIG. 40 inisolation.

FIG. 44 is a sectional view taken along line 44-44 of FIG. 40.

FIG. 45 is a top or plan view in isolation of an alternative dealingshoe and control unit forming part of the system of FIG. 40.

FIG. 46 is a sectional view taken along line 46-46 of FIG. 45. 13

FIG. 47 is a first flow diagram showing a portion of a main operationalflow scheme which is employed in the gaming system of FIG. 40.

FIG. 48 is a second flow diagram showing another portion of the mainoperational flow scheme which is employed in the gaming system of FIG.40.

FIG. 49 is a third flow diagram showing another portion of the mainoperational flow scheme which is employed in the gaming system of FIG.40.

FIG. 50 is a fourth flow diagram showing a two card play sequenceportion used in the operational flow scheme employed in the gamingsystem of FIG. 40.

FIG. 51 is a fifth flow diagram showing a dealer play sequence portionused in the operational flow scheme employed in the gaming system ofFIG. 40.

FIG. 52 is a perspective view of a further alternative embodiment gamesystem.

FIG. 53 is an enlarged front elevational view showing an ancillarydisplay portion forming a port of the system of FIG. 52.

FIG. 54 is an enlarged top view showing portions of a single playerstation with a display which forms part of the presentation unit shownin FIG. 52.

FIG. 55 is a top view showing an alternative presentation unit shown inisolation.

FIG. 56 is an enlarged top view showing one display image used toattract potential players to the presentation unit of FIG. 55.

FIG. 57 is an enlarged top view showing a portion of the presentationunit of FIG. 55. FIG. 57 shows a display image which indicates a playerhas started play by placing a betting chip.

FIG. 58 is an enlarged top view showing a portion of the player stationshown in FIG. 57 in the same stage of game play.

FIG. 59 is an enlarged top view similar to FIG. 58 in a stage of gameplay thereafter. One symbol card has been assigned and the card back isdisplayed.

FIG. 60 is an enlarged top view similar to FIG. 59 in a stage of gameplay thereafter. The displayed image includes 6 the back of a secondassigned symbol card. The first symbol card image is as if the symbolcard has been turned over to reveal the image of the assigned symbol.

FIG. 61 is an enlarged top view similar to FIG. 60 with the secondsymbol card image as if the symbol card has been turned over to revealthe symbol image.

FIG. 62 is an enlarged top view showing game play subsequent to FIG. 61.A third symbol card image is included showing the card back. Also shownis a fourth of bonus symbol card image, also showing the card back.

FIG. 63 is an enlarged top view of the player station shown in FIG. 62in a subsequent stage of game play. The third symbol card image has beenchanged to depict the face of the card and show the associated symbol.

FIG. 64 is an enlarged top view of the player station shown in FIG. 63in a subsequent stage of game play. The player display depicts a fourthsymbol card image or bonus card which has been assigned to the player.

FIG. 65 is an enlarged top view of the player station display similar toFIG. 64 at a subsequent stage of game play. The image showstransposition of the bonus card symbol into the pay line display becausesuch a transposition awards the player a larger winning payoff.

FIG. 66 is an enlarged top view of an alternative player display in lieuof the display shown in FIG. 65. The display shown in FIG. 66illustrates how a player station display would look if the player didnot place a bonus card ante.

FIG. 67 is another enlarged top view of a further alternative playerdisplay in lieu of the displays shown in FIGS. 65 and 66. In thisalternative the bonus card has a symbol which does not lead to a payoffand the associated display messages are illustrated.

FIG. 68 is a schematic legend view showing the relationship betweenFIGS. 69 and 70.

FIGS. 69 and 70 are schematic block diagrams showing the logicalsequence which the game controller and game play progresses during theprocess of playing the game.

FIG. 71 is a top view showing a dealing control module used with thepresentation unit of FIG. 55.

FIG. 72 is on enlarged top view showing the dealer display portion ofthe presentation unit of FIG. 55. The dealer display is shown displayinga first dealer display image.

FIG. 73 is an enlarged top view showing the dealer display of FIG. 72displaying a second dealer display image subsequent in game play to thefirst dealer display image.

FIG. 74 is an enlarged top view showing the dealer display of FIG. 73displaying a third dealer display image subsequent in game play to thesecond dealer display image.

FIG. 75 is a diagram of transition between a display image of a set ofplaying cards in which the identity of each card is not revealed, and avisually compressed form of the display image in which at least someidentities of the playing cards are revealed.

DETAILED DESCRIPTION Overview

This disclosure describes electronic game systems withplayer-controllable security for display images. In one implementation,an exemplary multiplayer system hides the identity of virtual gamepieces (or “virtual game artifacts”) being displayed as images, butallows the player to whom the virtual game artifacts are assigned toview the identities of the virtual game artifacts at will.

A sensor or a player-controlled device, such as a switch or a touchscreen display, can change a display image in order to shield or toreveal at least part of the identity of the virtual game artifact. Thedisplay image being secured by the system can be a virtualrepresentation of a playing card, die, dice, domino, game tile,game-piece, roulette number, slot symbol, icon, token, etc.

In one implementation, the exemplary system shields the identity of thevirtual game artifact being represented by the display image (e.g., of avirtual playing card) by showing a generic virtual representation of thevirtual game artifact, such as the back of a playing card, but not thevalue or identity of the virtual game artifact. In another or the sameimplementation, the system can also shield the identity of the virtualgame artifact while the display image is enlarged, and can reveal theidentity of the virtual game artifact when shrinking the visual size ofthe display image to afford security. In another implementation, theexemplary system uses a physical cover to shield display images ofvirtual game artifacts from other players.

Gaming Table and System General Layout

FIG. 1 shows an example gaming table 50 which is shown adapted andprovided with a system for playing live card games. Gaming table 50 canbe of a variety of common constructions. As shown, table 50 includes atable support trestle 51 having legs 52 which contact an underlyingfloor to support the gaming table thereon. The example gaming table hasa table top 53 and perimeter pad 54 which extends fully about asemicircular portion of the table periphery. The straight, back portionof the periphery is used by the dealer 56 and can be portly or whollypadded as may vary with the particular table chosen.

A playing surface 55 is provided upon the upwardly facing surface oftable top 53 upon which participants of the card game play. A pluralityof players (not shown) sit or stand along the semicircular portion andplay a desired card game, such as the popular casino card game ofblackjack. Other card games are alternatively possible, although thesystem herein is specifically described in terms of blackjack, as arepresentative example of a card game.

In one implementation, the gaming table 50 also advantageously includesa betting chip rack 59 which allows the dealer to conveniently storereal betting chips used by the dealer in playing the game, when realwagering chips are used. Virtual wagering chips may also be used inplace of or in addition to the real wagering chips. Likewise, someimplementations allow real playing cards to be used, and further anycombination of real or virtual playing cards with real or virtualwagering chips may be used depending on implementation. A money dropslot 57 is further included to allow the dealer to easily deposit papermoney bills thereinto when players purchase betting chips.

Table 50 supports an exemplary electronic gaming system 60 forelectronic multiplayer games. In one scenario, the card game system 60described herein is a retrofit system which has been added to table 50.Such retrofit systems includes a presentation unit 100 which displaysimages which depict the cards and card hands being played along withadditional information used in the play of the card game. Thepresentation unit will be explained more fully below.

The system may or may not also include a dealer control which issometimes provided in the form of a dealing shoe 80 upon which a livedealer 56 can rest his hand and, for example, use control keys toprovide control commands as will be detailed below. Dealing shoe 80 mayalso advantageously include other dealer controls or dealing shoedisplays.

FIG. 3 shows that system 60 further includes at least one processor,such as game processor 90. Game processor 90 includes a main module 92which can advantageously be mounted beneath table top 53, such as byusing a game processor support casing or housing 91. The housing can bedirectly connected to the underside of the table top using fasteners(not shown). The bottom panel of housing 91 is advantageously providedwith a bottom access door 95 which is hinged and locked with a key lock(not shown) for security purposes. The controller main module 92 also isadvantageously provided with a main power switch 96 which controlssupply of power to an internal power supply. Electrical power issupplied to the module using a typical power card. The main controllermodule 92 can further be provided with a second access door (not shown)which is also secured by a key lock to control access to a serial portand auxiliary keyboard port described below with regard to theelectronics.

The game processor or processors 90 are connected with the dealing shoe80 and presentation unit 100 using suitable connection cables 93. In oneimplementation, there are fourteen data cables running between themodule 92 and the presentation unit 100 to control operation of theseven displays used in the presentation unit. There are also two datacables running between the dealing shoe module 80 and main controllermodule 92.

Presentation Unit—Generally

Example gaming table 50 is fitted with a presentation unit 100 which issupported thereon. The presentation units are preferably supported uponthe upper or playing surface 55 of the gaming table. This allows thesystem to be easily installed upon a variety of differing gaming tableswithout extensive modifications being performed. Alternatively, thepresentation unit can otherwise be mounted upon the gaming table in amanner which allows participants to view one or more of the displayswhich form a part of the presentation unit.

In the example construction shown, there is one presentation unit 100which is adapted for use by a single live dealer 56 and six live players(not shown) who are in live attendance and positioned about the gamingtable. Some other implementations are not hosted by a dealer. FIGS. 2-4show in greater detail the form of the presentation unit. The unitincludes an outer shell or housing 101 which can advantageously be madefrom a transparent polycarbonate plastic so that the displays 102 and103 can be viewed through the upper housing part without includingspecial windows. The perimeter of the upper housing semicircular sectionwhich has a semicircular periphery segment 104. The semicircularperiphery and associated player section of the presentation unit arealong a player side of the unit. The opposing dealer side of thepresentation unit can be of various shapes. As shown, it includes a backperiphery segment 106 which has a central portion which is relativelystraight and is designed to allow placement of the presentation unitnear to the betting chip rack 59. Other variations of the example system60 use different shaped tables and playing surfaces; a different numberof video displays, etc.

Presentation Unit Participant Displays

Presentation unit 100 includes a number of visual displays, hereintermed participant video displays, which are capable of displayingchangeable display images. The participant display images are intendedto display virtual playing cards and other information, such as virtualchip images or other betting information, used in the play of theparticular card game in play. FIGS. 2 and 4 show presentation unit 100with a single dealer display 102 and six player displays 103. Displays102 and 103 are advantageously liquid crystal matrix displays havingcolor capability and integrated backlights for added viewing ease andclarity. Such displays are used in recent notebook computers and arecommercially available in a variety of types and sizes from severalmanufacturers. But many other types of visual displays and userinterfaces may be used in a given system 60. The exact nature and sizeof the display can vary and alternative types of displays and futuredisplay technologies will likely serve the intended purposes forparticipant video displays 102 and 103.

The dealer display 102, when a particular implementation hosts a dealer,is advantageously centered along a central centerline 110 to allow easyviewing by both dealer and players. The area of the presentation unitincluding and adjacent to dealer display 102 is the dealer section ofthe presentation unit.

Player displays 103 are preferably arranged in an arcuate array oraround an entire perimeter of a circular or elliptically shaped table,forming a segment of an annular band across the upper face of thepresentation unit. Each display can be centered upon a radial displaycenterline 111. In one implementation, this arrangement complements thesemicircular player side of the presentation unit and the adjacentsemicircular player side of the gaming table. In this arrangement theplayer displays are adjacent and opposite to each player seatingposition. In the construction shown that has six player positions, thedisplays are centered upon the player display centerlines at angularlyspaced positions of about 20-30 degrees of angular arc, or morepreferably approximately 25 degrees of arc. Varying the number of playerpositions and table configuration allows varying angular spacings to beused. This angular spacing arrangement facilitates easy viewing by theplayer who is viewing the real or virtual cards from his or her display.It also allows the dealer, if any, to have easy view from across thegaming table.

In one implementation, the player displays 103 are also advantageouslypresented in an upwardly facing orientation and contained in a singleplane or approximately a single plane, to facilitate easy viewing byother players from around the table. Although this arrangement andcapability are not essential, they increase viewing and interest of thenonparticipating players as a particular player's hand is being playedout between the active player and dealer. This helps to maintain theambiance of a live table game, enables skilled players to keep track ofcards played, and overcomes some of the deficiencies of most video cardgames. Such games in particular lack significant interest to otherpeople when the hand is being played out between a computer and a singleplayer.

Presentation Unit Virtual Chip Production and Real Chip Detectors

In one implementation, the exemplary system 60 does not use physicalbetting chips, but administers wagering via virtual chip images or othericons representing value, such as gold bars, etc. Consequently suchbetting is carried out via the participant video displays which mayinclude touch-screen capability thereby providing interactive userinterfaces between the participants and the example system 60. Theseuser interface capabilities of the system 60 enable system variations.In one implementation, the example system 60 offers a menu wherebyparticipants and/or dealer, if any, can select between real and virtualmodalities. Real and virtual modalities can also be mixed and executedsimultaneously. For example, the example system 60 may be configured tomanage both real betting chips and virtual betting chips, both of whichare optionally displayable on the multiple participant video displays.That is, some players may use real betting chips in the same game withother players who prefer only virtual betting chips displayed only asimages on the video display, although the example system 60 is capableof showing virtual images of the real betting chips too. A playertypically buys virtual betting chips on the spot via a dealer, moneyreader, or casino ticket or card reader, which are then posted to theplayer's balance at the table 50.

When real betting chips are used, FIGS. 2 and 4 show one exampleimplementation in which each player station also advantageously includesa betting chip detection zone 120. Betting chip detection zones 120 arezones into which a player must position a betting chip 160 to beconsidered a participant in the game being played.

One implementation of the presentation unit includes betting chipsensors 121 which are immediately below or otherwise adjacent to zones120. Sensors 121 can be selected from several different types ofsensors. One suitable type is a weigh cell which senses the presence ofa betting chip thereon so that the game processor knows at the start ofa hand, that a player is participating in the next hand being played. Avariety of weigh cells can be used.

Another suitable type of sensor 121 includes optical sensors. Suchoptical sensors can be photosensitive detectors which use changes in thesensed level of light striking the detectors. In an exemplary system,sensor 121 uses ambient light which beams from area lighting of thecasino or other room in which it is placed. When a typical betting chip160 is placed in detection zone 120, the amount of light striking thedetector 121 located beneath the zone is measurably diminished by theopaque betting chip. The detector conveys a suitable electrical signalwhich indicates that a betting chip has been placed within the detectionzone 120. A variety of other alternative detectors can also be used.

A further type of betting chip sensor is one which can detect codingincluded on or in the betting chips to ascertain the value of thebetting chip or chips being placed by the players into detection zones120. A form of this type of sensor or detector 121 is used to detect anintegrated circuit based radio frequency identification unit which isincluded in or on the betting chips. Related sensors are sometimesreferred to as radio frequency identification detection or read-writestations. Other variations of chip value readers include readers thatscan a small barcode on each chip, or readers that merely detect thecolor of each chip, each color representing a denomination.

FIGS. 38 and 39 show an alternative betting chip 164 which in oneimplementation can be used with an alternative card game system similarto system 60. The betting chips 164 are used in lieu of normal bettingchips 160. Each betting chip 164 includes a radio frequencyidentification transponder 161 which is connected to the betting chip160. In the construction shown, the transponder 161 is sandwichedbetween a first betting chip part 162 and a second betting chip part163. The parts 162 and 163 can advantageously be made from a formedpaper or plastic material and then adhered or otherwise secured togetherto enclose the transponder and provide protection for the transponderduring use. Alternatively, the transponder can be molded within thebetting chip, or otherwise connected thereto, such as by using adhesivesto an outer surface of the betting chip.

For example, one type of integrated circuit radio frequencyidentification transponder is available from Texas Instruments and issold under the trademarks TIRIS TAG-IT. This transponder is available ina very thin wafer shape, and can be laminated between paper and plasticto form the transponding betting chip 164.

When betting chips 164 are used, the betting chip detection sensor 121can be a radio frequency interrogator detection unit which sends out aquery signal and receives a detectable response from the betting chiptransponder 161. The transponder can be either powered or unpowered,depending upon the specific vendor chosen and the associated sensortechnology and detection device used with that type of sensor. In thecase of one suitable type of transponder, explained above from TexasInstruments, this same vendor has associated detection systems which canread data from the transponders. Also available are detection systemswhich can both read data from the transponder and write data onto thetransponders. This vendor or other vendors may provide suitabledetection and sensing subsystems which can be employed to not only readand write data thereto, but also provide confirmatory identificationcodes which deter counterfeiting of the gaming chips or provideadditional data processing capabilities.

It is still further possible for other alternative sensors to be usedinstead of the sensors 121 described above. Such alternative sensors maywork with typical betting chips or other types of betting chips. Suchsensor can provide identification circuits or other identification orvalue-coding inserts or appliqués which can be included in or on thebetting chips to provide value information, serial number information,and any other desired information.

FIGS. 2 and 3 further show that the presentation unit includes insurancebet detection zones 130 which have associated insurance bet sensors 131.The insurance bet sensors can be of various types and constructions asexplained above in connection with the general betting detection zones120 and bet sensors 121. The insurance bet detection zones 130 are usedby players to place an insurance bet during play of the card gameblackjack. An insurance bet is placed as desired by the players upon theoccurrence of the dealer receiving an ace as the dealer's upcard. If thedealer's down card is a ten-count card, then the dealer has blackjackand the player placing an insurance bet does not lose his original betor insurance bet. If the dealer's down card does not make blackjack,then the insurance bet is lost to the dealer and play continues in thenormal fashion.

Dealer Controls and Dealing Shoe

When a live dealer is used for a particular implementation, the cardgame system 60 also preferably includes a plurality of dealer controlswhich are advantageously provided near the dealer, e.g., near thedealing shoe 80. The dealer controls can alternatively be provided inthe presentation unit or in other different forms which do notnecessarily require the dealing shoe 80 and other features.

Example dealing shoe 80 is shown in greater detail in FIG. 5. In oneform the dealing shoe 80 has a dealing shoe case 84 which forms theouter surface of the dealing shoe. The dealing shoe case is connected toand covers a base plate (not shown) which serves as a structural frameto which case 84 is connected and upon which other internal componentsare mounted.

In one implementation, case 84 has a first display opening or windowwhich allows a first dealing shoe display 81 to be presented forviewing. The dealing shoe also advantageously includes a second displayopening or window which allows a second dealing shoe display 82 to bepresented for viewing. In the construction the first and second displays81 and 82 are provided by a single liquid crystal panel display. Thedisplay has two different portions or sections which are changeable andoperated to provide different images through the display windows. Thefirst display image typically shows a simulated stack of cards similarto what appears in viewing a traditional card stock contained in amanual dealing shoe long used in dealing blackjack. The first displayimage can also be varied to allow presentation of programming optionswhich are available in setting up the system and customizing operationalparameters to the desired settings for a particular casino or card roomin which the system is being used.

The second shoe display 82 has a second display image which isadvantageously used to provide a depiction of the back decorative sideof a traditional playing card. This can be used along with someattractive presentation of the casino's name or other desirable image.The second shoe display image can also be moved or otherwise variedduring the period of dealing to give the impression of movement and thussimulate cards being dealt from the shoe to add a touch of additionalrealism. Other display images are also clearly possible and can varyfrom casino to casino as management desires.

In some implementations, a card reader, or dealing shoe 80 reads theplaying cards, typically including optical scanning components forreading each card's suit and rank in real time. Such a dealing shoe 80typically deals real cards for play at a user-selectable rate, sendingcard identity information to a computer memory or system processor. Asoftware application program can be utilized to track which participantsthe dealt cards are intended for. A virtual card image, such as asynthesized or stylized image of each suit and rank of card can beassociated with the card identity information generated at the dealingshoe 80, and then displayed on the participants' video displays.

In one implementation, dealer controls on the dealing shoe 80 alsopreferably include a key operated switch 83 which may be used to controlbasic operation of the system and for placing the unit into aprogramming mode. The key operated switch can provide two levels ofaccess authorization which restricts access by dealers to programming,or additional security requirements can be provided in the softwarewhich restricts programming changes to management personnel.

Programming may be input in several different modes. In one form theprogramming can be provided using a touch screen display used as display81 with varying options presented thereon and the programming personnelcan set various operational and rules parameters, such as: the shufflemode, number of decks of cards used in the virtual card stack, optionswith regard to the portion of the stack which is used before the stackis cut, limits on the amounts which can be bet at a particular table,whether splits are accepted for play and to what degree, optionsconcerning doubling down plays, whether the dealer hits or stands onsoft 17, and other rules can be made variable dependent upon theparticular form of the system programming used in the system. It isalternatively, and more preferable to simply use the control keys 85-89instead of a touch screen display in some forms of the exemplary system60 to allow various menu options to be displayed and programming optionsto be selected using the control keys. Still further it is possible toattach an auxiliary keyboard (not shown) to the dealing shoe through akeyboard connection port 186 (see FIG. 24). The auxiliary keyboard canthen be used to more easily program the system, or be used inmaintenance and diagnostic functions.

The dealing shoe also includes a plurality of dealer operationalcontrols provided in the form of dealer control sensors 85-89. Dealercontrol sensors 85-89 are advantageously electrical touch keys. Thedealer control sensors are used by the dealer to indicate that desiredcontrol functions should take place or further proceed. For example,sensor 85 can be used to implement a player's decision to split his twosimilar cards and play them as two separate or split hands. Sensor 86can be used to implement a player's decision to double down. Sensor 87can be used to implement a player's decision to stand on the cardsalready dealt or assigned to that player. Sensor 88 can be used to “hit”a player by dealing him another card. Sensor 89 can be used to commandshuffling and dealing of a new hand to the participants. In addition toor lieu of the above assignments, other functions can be attributed toother keys or input sensors of various types. In particular, it isplanned that the above touch keys can be assigned to additionalfunctions, such as in changeable soft key assignments during theprogramming or setup of the system.

Dealer control touch keys 85-89 can be selected from a wide variety ofcommercially available touch keys used to provide electrical controlsignals. Alternatively, the dealer control sensors can be provided inanother form which are touch sensors, or other types of sensors whichallow the dealer to indicate control commands being made or implementedby the dealer. The use of dealer control keys is designed with theobject of minimizing most or all direct player input to the system.Instead, the players are required to provide the dealer with traditionalhand gesture signals and/or oral instructions and then the dealerimplements these instructions using the touch keys or other dealercontrol sensors.

Electronics and Control Processor

The card game system 60 also includes suitable data and controlprocessing subsystem 90. Control and data processor 90 is largelycontained within a main control module 92 supported beneath the tabletop 53 in casing 91 (FIG. 3). Alternatively, the control module can beat some other suitable location. Other portions of the data and controlprocessing subsystem may reside in part or totally within the dealingshoe 80 or presentation unit 100, as convenient in a particularconstruction of the electronics and related components.

FIGS. 23-25 show the electronics and related components used in anexample system 60. The control and data processing subsystem 90 includesa suitable power supply 181 for converting alternating current from thepower main as controlled by main power switch 96 (FIG. 3). The powersupply transforms the alternating line current to a suitable voltage andto a direct current supply. Power is supplied to a power distributionand sensor electronics control circuit 184. Control circuit 184 can beone of several commercially available power switching and controlcircuits provided in the form of a circuit board which is detachable,and plugs into a board receptacle of a computer mother board 185 or anexpansion slot board receptacle.

Power control circuit 184 is connected to a first mode control switch182 and a second mode control switch 183. The first and second modecontrol switches are operated by the key control 83 (FIG. 5) containedon dealer control shoe 80. The first switch controls powering up thesystem once current is supplied to the power supply. The second switchcontrols activation of the programming mode of operation.

FIG. 24 also shows an example controller mother board 185 which includesa central microprocessor (not shown) and related components well-knownin the industry as computers using Intel brand PENTIUM, dual core, quadcore, etc., microprocessors and related memory (not specifically shown).A variety of different configurations and types of memory devices can beconnected to the mother board as is well-known in the art. Of particularinterest in one implementation is the inclusion of two flat paneldisplay control boards 188 and 189 connected in expansion slots ofmother board 185. Display control boards 188 and 189 are each capable ofcontrolling the images displayed and other operational parameters of thevideo displays used in system 60. More specifically, in oneimplementation, the display control boards are connected to player betinterfaces circuits 196, 198, 201 and 203 which show four of the sixplayer stations (two are omitted for purposes of illustration brevitybut are similarly connected). Additionally, the display control board189 is shown connected to the dealing shoe interface circuit 190 and thedealer interface 194. This arrangement allows the display control boardsto provide necessary image display data to the electronic drivercircuits 197, 199, 202 and 204 used to drive the six player displays 103of FIG. 2. In one implementation, this arrangement also allows thedisplay control boards to provide necessary image display data to thedisplay electronic drive circuits 192 and 195 associated with thedealing shoe displays 81 and 82 (FIG. 5) and the dealer display 102(FIG. 2), respectively. The display electronic drive circuits justdescribed have associated backlight power supplies 193.

The mother board 185 also includes a serial port 187 which allows storeddata to be downloaded from the mother board to a central casino computeror other additional storage device. This allows card game action data tobe analyzed in various ways using added detail, or by providingintegration with data from multiple tables so that cheating schemes canbe identified and eliminated. It also allows monitoring of dealerperformance and accuracy on a routine basis. Player performance and/orskill can be tracked at one table or as a compilation from gaming atmultiple tables. Additionally, player hand analysis can be performed.

FIG. 24 further shows a keyboard connection port 186 which can be usedto connect a larger format keyboard (not shown) to the system tofacilitate programming and servicing of the system.

FIG. 25 further shows a number of sensor interface connections 191 whichin one implementation indicate schematically connection of both theplayer bet sensors 121 and insurance bet sensors 131. With regard toshoe interface 190 there is a control key interface is used to interactwith the control keys 85-89 (FIG. 5). Dealer interface circuit 194 hasan associated interface 179 which screen or other desired capability beprovided with respect to dealer display 102.

Optional Player Identification

Although the system shown does not have features illustrated forreceiving automated player identification information, such canalternatively be provided. Card readers such as used with credit cards,or other identification code reading devices (not shown) can be added inthe presentation unit to allow or require player identification inconnection with play of the card game and associated recording of gameaction by the controller 90. Such a user identification interface can beimplemented in the form of a variety of magnetic card readerscommercially available for reading a user-specific identificationinformation. The user-specific information can be provided on speciallyconstructed magnetic cards issued by a casino, or in some jurisdictions,magnetically coded credit cards or debit cards frequently used withnational credit organizations such as VISA, MASTERCARD, AMERICANEXPRESS, or banks and other institutions.

Alternatively, it is possible to use smart cards to provide addedprocessing or data storage functions in addition to mere identificationdata. For example, the user identification could include coding foravailable credit amounts purchased from a casino. As further example,the identification card or other user-specific instrument may includespecially coded data indicating security information such as would allowaccessing or identifying stored security information which must beconfirmed by the user after scanning the user identification cardthrough a card reader. Such security information might include suchthings as file access numbers which allow the central processor 90 toaccess a stored security clearance code which the user must indicateusing input options provided on displays 103 using touch screendisplays.

Another alternative with regard to player identification havingparticular attraction is employed with regard to use of coded bettingchips 164 described above. Each player can carry a transponder cardwhich can be read and written to by the sensor 121. Upon arrival at thetable, the player presents the transponder card to sensor 121 and theplayer is logged in. Thereafter bets can be charged from and winningscan be applied to the transponder according to the wishes of a casinocustomer. Alternatively, the player identification card could be usedmerely to identify the player and all betting could be accomplishedusing betting chips 164.

A still further possibility is to have participant identification usinga fingerprint image, eye blood vessel image reader, or other suitablebiological information to confirm identity of the user. Still further itis possible to provide such participant identification information byhaving the dealer manually code in the information in response to theplayer indicating his or her code name or real name. Such additionalidentification could also be used to confirm credit use of a smart cardor transponder.

Alternative Presentation Unit Features

It should also be understood that presentation unit 100 canalternatively be provided with player-controllable security measuressuch as image manipulation schemes and suitable display cowlings orcovers (not shown) which can be used to shield display of card imagesfrom viewing by anyone other than the player. Such alternativeconstructions may be desirable in systems designed for card gamesdifferent from blackjack, where some or all of the player or dealercards are not presented for viewing by other participants or onlookers.Such security measures, including image manipulation schemes and displaycovers or cowlings can be implemented in various ways as needed toprevent viewing access. It may be acceptable to use a sensor orplayer-controlled switch, which allows images to be modified or thedisplay to be momentarily viewed and then turned off. The display canalso be shielded using a cover or merely by using the player's hands. Atouch-screen display can be controlled by touch to modify images forsecurity purposes or even to turn on and turn off. These types ofshielding schemes can be used to prevent others from viewing thedisplay.

In one implementation, a device accepts user input that initiatesrevealing at least part of an identity of one of the display images toonly the participant to whom the display image is assigned. The devicecan be a sensor or a player-controlled switch (i.e., operated by aparticipant) to shield display of at least part of the identity of thedisplay image from viewing by anyone other than the participant to whomthe display image is assigned. In one implementation, the same sensor orplayer-controlled switch can be actuated to reveal at least part of thedisplay image to only the player. The display image typical portrays oneor more playing cards, a die, a pair of dice, a domino, a game tile, agame-piece, a roulette number, a slot symbol, token, etc.

In one implementation, the device is a touch screen display or otheruser input device or interface controlled by touch to reveal or toshield a part of the display image and/or the identity of the virtualgame part represented by the display image, for example, when the touchscreen display is touched at a certain location onscreen, such as aparticular three-eighths inch or one-half inch square.

The system can hide the identity or value of a virtual game artifactthrough various techniques, such as disfiguring, frosting, or blurring adisplay image to hide the identity of the virtual game artifact (i.e.,to hide the value of a game piece that may have several values, such asa playing card). The system can hide the identity or value of thevirtual game piece by displaying a side or a view of the virtual gamepiece that does not reveal the value of the virtual game piece. Thesystem can also turn off a display image to hide it. The system canshrink the size of display images to provide security when revealing theidentity or value of the virtual game artifact being represented by thedisplay image.

The degree of touch pressure, or the speed, direction, and/or magnitudeof the user's touch movement via the user input device may control thespeed, magnitude, or gradual revelation of part of the display image.For example, the user might gradually roll up one corner of a playingcard to peek at the card's identity. That is, a first display image canrepresent the back of a playing card and a second display image canrepresent the front of the playing card, so that in one scenario, hidingor revealing cards is accomplished by an interchange or interactionbetween the first and second display images or between parts of thefirst and second display images.

The display image security scheme may include a device to accept userinput to switch between one visual size of the display image and anothervisual size. FIG. 75 shows transition between a first display image of aset of virtual playing cards in which the identity of each card is notrevealed, and a second display image that shows a visually compressedform of the virtual playing cards in which (at least some) identities ofthe playing cards are revealed. A “usual size” or visually enlarged formof a display image may hide or secure the identity of one or morevirtual game artifacts being represented by the display image—e.g., ahand of playing cards—while a “shrunk” or visually compressed form ofthe display image is used to afford security while revealing theidentities of one or more of the game artifacts being represented by thedisplay images.

In the game “seven card draw,” for example, an enlarged image may showthe number of cards that a player holds, but not their identities. Theplayer, however, can peek at the hidden cards by touching the display ata given place. The virtual cards then shrink for security reasons andreveal their identities. Likewise, in a game such as “seven card stud,”the enlarged display image may reveal both face up cards and hold cardsthat are usually viewable by all players in the game. The player whoowns the cards, however, can peek at the hole cards by touching thedisplay at a given place. The virtual hole cards then shrink forsecurity reasons and reveal their identities.

The user input device can also be allotted a toggle function, so thateach time the player touches the touch screen display in a given place,the display image toggles back and forth between two or more displayimages or sets of display images, such as the two display images shownin FIG. 75. When the display is thus toggled to show the identities ofthe game pieces in a secure mode, the user or player can furtherdesignated individual game pieces, such as individual playing cards tobe discarded or exchanged out of a hand, as in draw poker.

The display images can represent a virtual playing card, a die, a pairof dice, a domino, a game tile, a game-piece, a roulette number, token,slot symbol, etc. Often the display image is a virtual representation ofa game piece or artifact having two or more sides. The “usual size” orvisually enlarged form displays a view of the virtual game piece thathides the identity of the game piece. The shrunk or visually compressedform displays a view of the virtual game piece that reveals at leastpart of the identity of the game piece. For example, the visuallycompressed form may display some of the fronts of a hand of playingcards, e.g., the suit and rank of the revealed cards, while the visuallyenlarged form displays the anonymous backs of the playing cards. In oneimplementation, the system may zoom back in forth between the visuallycompressed form and the visually enlarged form with respect tomagnification power and/or size of the displayed virtual game piece.

The electronic game system may implement a physical member or mechanismto block a first view of the display image from a first direction whileallowing a second view of the display image from a second direction,e.g., a moveable physical cover. Or, a fixed cowling may block a firstview of the display image from a first direction while allowing a secondview of the display image from a second direction. Likewise, adirectional display screen can allow viewing of the display image from afield of view or from viewing angles available only to the participantto whom the display image is assigned.

Alternative Embodiment Table Game System with Integrated Video PlayingCard Displays

It should still further be understood that although a retrofit gamesystem is possible, many implementations use displays which are mountedin an integrated fashion to the gaming table. Such displays may beprovided adjacent to the betting sensors 121 and 131 in a configurationsimilar to that described above. Alternatively, the systems can haveeither touch screen display for added player or dealer inputconvenience, or other sensors which allow input of player decisions,betting, preferences, and options.

Various Display Images

When a dealer is used in a particular game, FIG. 6 shows an exampledisplay image which can be displayed by the dealer display 102. Variousfeatures of the display and related operational information will now bedescribed.

FIG. 6 shows the dealer display 102 in greater detail. A typical dealerdisplay image is portrayed. In this image there are two virtual playingcards represented by two virtual playing card images 107 and 108. Card107 is the dealer's upcard and card 108 is the dealer's down card orhole card. The upcard is faceup and the hole card is facedown. The imageof FIG. 6 depicts the dealer's card hand after the initial dealing oftwo cards to each participant. This is prior to the dealer playing outhis hand. When the dealer plays out his hand, then the hole card will beshown faceup and the dealer will receive additional cards according tothe casino's rules of play for the dealer. The dealer display image willchange and show the cards either side-by-side if space allows, oroverlapping if the dealer's hand has sufficient number of cards so as torequire overlapping.

During play of the dealer's hand, the dealer will typically hit on hishand if the hand count is 16 or less and stand if it is 17 or more. Aoption in setup of the system is to select according to casinoprocedures whether to hit or stand when the dealer has a soft 17 (aceand one or more cards which together total 17 when the ace is counted as11).

Additional information can also be displayed on the dealer display 102as may be desired by the casino or as provided by the manufacturer ofthe system. At the current time the dealer display is planned to displaythe card hand of the dealer and other information is presented on theplayer displays 103 as will be explained below in greater detail.

Example Player Display Images

FIGS. 7-22 show example display images which can be displayed by theplayer displays 102. Various features of the display images and relatedoperational information will now be described.

FIG. 7 shows principal parts of a player station 118. Station 118includes the betting chip detection zone 120. Not pictured in FIGS. 7-22is the added feature of the insurance bet detection zones 130 which areshown in FIG. 2.

The player station also includes a player station display 103 whichincludes a display border zone 105 which is part of the changeabledisplay face and can vary from one display image to the next. The borderzone lies within an outer display perimeter line 113 and an inner borderzone boundary 114. The inner border zone boundary 114 is shown in dashedline to indicate its position but it is not highlighted in this view andother views except when the border zone is turned on as an indication ofwhether the player's hand has won or lost. This is preferably done bytwo different mechanisms to clearly indicate to the live participants atthe table the outcome of that player's hand. The outcome indicating zoneis also used to indicate with certainty whether the hand has been won orlost in a manner which can be recorded by any monitoring camera usedabove or near the gaming table. When the player has won, the border zone105 is highlighted in green or other suitable color. The border zone isalso flushed on and off so that a black and white camera can alsoclearly identify the outcome as a win.

When the player has lost, the border zone 105 is highlighted in red orother suitable color. The border zone is maintained red and is notflashed on and off in distinction to the flashing used to indicate awinning hand. The constantly highlighted border zone is identifiable bya black and white camera because of this constant highlighting.

When the hand results in a push (tie) neither the dealer nor the playerwin, and the border zone 105 is not highlighted or can be dashed orotherwise distinguished. This too can be easily discerned from a blackand white or color camera monitoring the table from above. The absenceof the border zone from being either flashing or being on constantlyprovides certain indication that a tie outcome has occurred.

FIG. 7 shows the player station when no bet has been placed and nothingis being displayed. Alternatively, there can be some attract modeadvertising of the casino or game in anticipation of the next game orthe arrival of customers.

FIG. 8 shows player station 118 after a customer has placed a bettingchip 160 into betting chip detection zone 120. The presence of the chipblocks part of the casino room light and serves to provide an indicationof the bet being in place. This is interpreted by the controller as aplayer is present. There can alternatively be more overt loginprocedures for each player which can be accomplished by either thedealer or player either with or without added player identificationsubsystems.

FIG. 8 shows the player display 103 as being blank since the game hasnot become active. This condition applies when one player may haveplaced his bet and the dealer is awaiting similar action by one or moreother players before beginning the next card hand.

FIG. 9 shows the player station with display 103 activated in part. Theupper left corner includes a secondary display section 141. As shown,secondary display section 141 is used to indicate the content of thedealer's hand at any particular time. This is done with a backgroundtriangle for appearance and easy viewing. There is also a displaysubtitle “DEALER TOTAL”. Since no cards have been dealt as of the timeassociated with FIG. 9, there is no indication of the dealer's hand.

FIG. 9 also shows a tertiary display section 151 which is advantageouslyused for several different functions as will be explained more fullybelow. FIG. 9 does show a display subtitle “BASIC STRATEGY” and abackground triangle. Since no cards have been dealt as of the timeassociated with FIG. 9, there is no basic strategy information presentedin section 151.

FIG. 10 is similar to FIG. 9 except that the player has been dealt onevirtual card, the ace of spades. This is shown faceup in the lowerleft-hand corner. The area displaying the player's hand is herein termedthe primary display section 146. The virtual card image displayed insection 146 can be very realistic in the manner of paper or plasticplaying cards, or it can be of various other styles.

FIG. 10 also shows a hand count total numeral 147 which represents thecount of the player's card hand at any particular time. This is done tohelp the player and eliminate or greatly reduce the risk for mistakesabout the count of the hand.

At the time the player receives the ace shown in FIG. 10, the dealer hasnot received any card and there is no basic strategy displayed becausethe player has not received his second card.

FIG. 11 shows the player display after the dealer has received his firstcard which is the secondary display dealer upcard 148. The secondarydisplay 141 shows the ace and gives a dealer hand count numeral 150. Inthis case the dealer hand count is There is still no basic strategydisplayed at the tertiary display 151 because the player has notreceived his second card in the image of FIG. 11. FIG. 12 shows playadvanced by the player having been dealt his second virtual card whichis a three of diamonds. The primary player display section shows thecard image 142 in an overlapping relationship to the first card. Theplayer hand count numeral 147 has been revised to the new count which is14. A suggested basic strategy note is displayed at tertiary displaysection 151 which reads, “HIT”. This indicates that basic strategy is toreceive another virtual card from the stack FIG. 13 shows the playerdisplay after the dealer has received his second card provided in theinitial dealing. The second dealer card 149 is the hole card and isshown facedown and beneath the dealer upcard 148. The dealer hand countremains at 11 because the value of hole card 149 is not indicated untilall players have played out their hands. The exception to this rule canoccur when the dealer's hand count is twenty one and the dealer has ablackjack. In the situation shown in FIG. 13, there is the possibilitythat the dealer has a blackjack hand and thus players will typically begiven an opportunity to place an insurance bet. This is done by placinga betting chip or chips into zone 130 (FIG. 2) and the hand is played asexplained above with regard to insurance.

FIG. 14 shows further progress of the hand and a changed player displayimage. In the image of FIG. 14, the tertiary display section has beenchanged to have a subtitle which reads “PLAYER 3 TOTAL”. This indicatesthat instead of basic strategy information, the tertiary display is nowshowing how player 3 is playing out his hand. This progresses as thevarious active players play out each hand until the current player isup. The active player display 170 shows the active player card images171, 172. Also shown is the active player hand count numeral 173.

FIG. 15 shows the active player display 170 changed to reflect a thirdactive player card image 174. The hand count 173 has been revised toreflect the third card dealt to player 3. Also indicated is the decisionby player 3 to stand.

FIG. 16 shows the player display 103 after the current player has comeup as the active player and has elected to receive a third player card143. The hand count numeral 147 has been revised to reflect the newcount of 16. The basic strategy has returned to the tertiary display 151and is suggesting to the player that he should be hit to receive anothercard. Although basic strategy has been suggested, there is no limitationon how the player decides and he indicates such to the dealer and thedealer operates the dealer controls 85-89 to implement the player'sdecision.

FIG. 17 shows the player display after the player has elected to haveanother card dealt. The fourth player card 144 results in a changed handcount of 12 because the valuation of the ace is necessarily changed from11 to 1 because otherwise the player is over 21 and has lost. The basicstrategy display again suggests a hit because of the low hand count.

FIG. 18 shows a fifth player card 145 which revises the hand count to 16and the basic strategy is again to hit.

FIG. 19 shows a sixth player card 146 which is counted with the otherplayer cards to reach a hand count of 26 which is a bust. The tertiarydisplay shows that the player has busted. The border zone 105 is shownhighlighted and maintained in an on condition to show a bust and lossfor easy dealer, pit and camera detection from above the table.

FIG. 20 is similar to FIG. 19 except the player has lost the bettingchip 160 due to collection by the dealer.

FIG. 21 shows the losing player's display has been cleared with regardto the primary display section and the tertiary display section due tothe loss. If other players have yet to play out, then the tertiarydisplay 151 will show the active player hand as previously illustratedin FIG. 14. FIG. 21 indicates an image when there is no other playerplaying out his hand and prior to the dealer having played out thedealer's hand.

FIG. 22 shows the dealer's hand as being a 21 and thus the dealer is awinner. This ends the current hand of cards and similar processes arerepeated.

Description of Control Software Flow Charts

The game processor controller 90 includes software which is used in theoperation of the card game system 60. It should initially be understoodthat the particular software used will vary dependent upon the card gamebeing played. The system described herein is being used for playingblackjack and so specific description in that context is provided.However, other games can be played and there will necessarily bemodifications to the software and program routines to accomplish thesechanged games, or such may be required in connection with playing thewide variety of blackjack games played in casinos and card roomseverywhere.

The game processor includes operational modules for performing a numberof data processing functions in connection with the currentlyimplemented game, such as for example, blackjack card games. Asignificant function is tallying the card array which forms the stack ofvirtual cards in memory, when the virtual cards in memory are generatedby the system 60.

Other important functions include: tallying the player hand counts;generating random number selections or listings; selecting virtual cardswithin a stack or selecting virtual cards which are to be distributedfrom the stack; monitoring a set of house rules or options to apply thecorrect rules during play of the game; monitoring player hand counts andcards dealt; providing basic strategy suggestions for use by the playerin response to various different hands; and, communicating the variousdata processing sets and files between system components to achievesuccessful operation. Other functions and variations of the above arealso indicated elsewhere in this document.

FIG. 26 shows an overview of example game processor logic flow in theform of a block diagram. Power is applied at step 206 and the systemgoes into an initiation sequence using programming contained in aprogrammable read only memory forming part of mother board 185. Step 208is provided to indicate possible editing of game rules if a properlyauthorized user indicates programming should occur in the mannersdescribed above.

After any desired editing of the game rules in step 208, in oneimplementation a dealer initiates a new game by control command S, suchas by pushing the deal control key switch 89 (FIG. 5). This leads tostep 212 wherein the game processor performs by identifying who isparticipating in the game from the available player stations, andincludes the dealer by default.

Step 215 involves dealing the two initial cards played in a blackjackimplementation of the system 60 to the participating players and to thedealer. Such dealing involves generating random numbers which are usedin selecting from the available cards contained in the set of cardsdefined to be the card stock. It further involves displaying the cardswhich have been dealt upon the displays in the manner and with theappearance described above, or some other suitable manner andappearance. Additional description of the two card dealing operationwill be described below in connection with FIG. 28.

FIG. 26 also shows a step 218 which involves showing or displaying thedealer's top or upcard on the dealer display and in the secondarysections of the player displays. This block also represents notdisplaying the dealer's down or hole card.

The next step illustrated in FIG. 26 is a step of identifying playershaving a blackjack hand after the dealing of the two initial cards toeach participating player station and to the dealer station (allparticipants). The following step 224 includes considering the nextactive player and analyzing the hand which is held by such player. Afterthe analyzing the hand, there is a process of applying the basicstrategy rules to the analyzed player hand to perform a deriving ofbasic strategy suggestion. This basic strategy suggestion is thenimplemented by displaying the basic strategy as step 227, such as in amanner explained above in connection with the player displaydescriptions.

FIG. 26 also shows some alternative playing options which are consideredin the course of the data processing functions. Step 230 provides asurrender option which may be made available to the player by presentingsome indication of surrendering, or by merely allowing the player toorally or otherwise indicate he or she is surrendering after the initialtwo cards have been dealt and as an initial play decision associatedwith the hand the player has received versus the knowledge the playerhas of what the dealer has been dealt. One possible playing rule in thisregard might be to allow the player to surrender, in which case theplayer would lose at that point one-half of his bet. This might be donein case the dealer appeared to have a blackjack hand and the player didnot have a blackjack hand and did not believe he was likely to achieve awinning hand by receiving one or more hit cards.

If surrender occurs then step 233 occurs which involves deactivating thesurrendering player. The process can then be continued with regard toadditional players who would either opt for surrendering or notsurrendering.

FIG. 26 also shows a step 239 which involves analyzing to determine ifthe dealer has been dealt an ace as his upcard. If so, then the game canadvantageously perform by presenting the players with a notice, such asby displaying a message concerning insurance on the player or dealerdisplays. Although such a message is not shown in the figures, a simpleflashing “INSURANCE?” might be used on either or both displays and thenwaiting sufficient time for the player to place their insurance betsupon the insurance bet detection zones 130. The game processor can thenperform by detecting the presence of any insurance bets and logging suchinformation into the game files being created in the game processormemory. If the dealer does not have a blackjack hand, then the step 242of collecting the insurance bets can be performed by the dealer.

FIG. 26 further shows a step 245 which entails considering whether anyplayer desires to split his or her hand. The split option typicallyoccurs when the player has received two cards of similar kind, such astwo kings or two aces. The player in particular may want to split on twoaces since each has a relatively high probability of getting a ten-countcard to make blackjacks. This is in comparison to valuing each of theaces as either 1 or 11 and further playing the cards as a single hand.Step 248 represents implementing the active split hands and dealing anadditional card to the split hand to provide two cards. The first splithand is then played out and play continues on to the second orsubsequent split hand of the same player.

FIG. 26 further includes a step 254 which performs by consideringwhether any players want to make a double down play. If so, then theyindicate such to the dealer who depresses control key 86 (FIG. 5) andstep 257 occurs which involves dealing the additional double down cardto that player. The system then performs by evaluating the player's handin step 263.

If a player does not elect to double down, but instead proceeds toeither stand or be hit, then step 260 is performed and such an electionis made and the player performs by communicating such to the dealer. Thedealer follows through by depressing either the stand or hit controlkeys 87 and 88, respectively. If another or hit card is dealt, then step266 is performed and the game processor performs by analyzing theplayer's hand to determine whether the player has busted. If not, thenthe player is given another opportunity to obtain a hit card and theprocess repeats until the player elects to stand. In the last case theprocessor performs in step 263 by evaluating the final hand count andhand composition and then proceeds to address the additionalparticipating players. If the player busts, then step 269 is performedin which case the dealer proceeds to the next available participatingplayer or proceeds to step 271.

In step 271 the process continues by playing out the dealer's hand. Thismay involve hitting or standing in a manner similar to play by theplayers as explained above.

Step 274 is performed by determining which players have won or lost, andthen such information is displayed on the displays 103, or 102, such asdescribed hereinabove.

FIG. 27 shows additional detail not depicted in FIG. 26 in the form of amain loop routine to further clarify processes used leading up to thedealing of the initial two cards. Steps 206 and 207 are as explainedabove. Step 283 involves testing for the edit rules security lock havingbeen opened by the appropriate code key. If so, then the edit rulessubroutine 208 is performed. If not, then various buffers and arrays areprepared for normal operation in an initiating step 292. This willinvolve loading programming from read only memory or other programmingsource to set up the game processor for operation.

Step 295 involves displaying any casino names or logos or otherwisedisplaying an attraction display image, such as upon the player displays102, dealer display 103, or shoe displays 81 or 82. Thereafter, the gameprocessor performs in step 298 by looking for any wagers as indicated bysensors 121. Step 301 represents initiating the active player stationsand querying for a response that the player display has been activated.

The sequence shown in FIG. 27 then performs by waiting for the dealer toproceed by depressing the deal command key 89. If not pressed then thewaiting process is continued. If pressed, then step 307 is passed.Thereafter step 310 is performed in which case the participating playersare set and any additional information is loaded in preparation fordealing. Step 313 indicates that the shoe display 81 is performing adisplaying operation and step 316 indicates the marking or highlightingof the cut card and performance of the cutting operation as furtherexplained now.

Prior to the dealing step, the processes according to this invention canalso include a cutting step which can be performed either by the dealeror by a player. In one form of the exemplary system 60 the cutting isperformed by displaying a simulated card stack on the first shoe display81 and then having the player perform a touching of display. In thisprocess the display 81 is a touch screen display and the touching stepcauses a location in the stack to be selected as the cut position. Thecut card can then be specially displayed, such as by using ahighlighting color. Such a process can also involve progressively movingthe cut card as virtual cards are dealt.

An alternative cutting operation can be performed similar to the cuttingjust described but it is instead performed by the dealer touchingdisplay 81 rather than the player. This can be done in response to thedealer's judgment, or more preferably, the dealer can undertake suchaction in response to instructions from one of the players.

A still further alternative approach in performing a stack cuttingoperation is to have a selected player perform by instructing thedealer. The dealer in this alternative would be empowered to move avirtual cut card as it appears on the display. For example, during thecutting operation the stack image display 81 would function bydisplaying and highlighting a cut card. The dealer could then perform bymoving or repositioning the cut card position within the stack by usingone or more of the dealer control keys 85-89 which would become softkeys assigned to this repositioning function. The player performing thecutting judgment would then act by instructing the dealer as to thedesired position of the cut card and the dealer would perform thisrepositioning as displayed on the display. The repositioning could beaffected by adjusting the cut card position as needed in response to theinstructions given by the player who is empowered with the cuttingoperation. After the cutting position is resolved, then the stock orderis changed to reverse the two sections of the stock which are divided bythe cutting position.

In various exemplary methods there is also a house or dealer cut cardplacing action which is advantageously made. This is made after thestack cutting operation discussed above. In this operation the dealer orother representative of the casino moves the cut card indicator to aposition which is set by casino policy to be within a defined range. Forexample the cut card position might be midway in the stack. In suchsituation cards would be played until the cut card position is achievedand then the stack would be reshuffled.

After the above steps are performed, then the two initial card dealingsequence is performed. This processing if further illustrated in FIG.28. Step 322 of FIG. 28 illustrates the moving card routineadvantageously performed by the second shoe display 82 in order to addrealism to the game. Such a step includes indicating motion of playingcard images after the dealer has commanded that dealing begin usingtouch key 89. This can advantageously be performed using the second shoedisplay 82. The motion indicating step can be done by shifting theapparent card back face image downwardly within the second shoe displayand thus visually indicating that the dealing process is beingperformed. This can be of added realistic effect and aid the players ineasily recognizing the action of the blackjack or other card game beingplayed.

In virtual playing card mode, Step 322 is followed by adjusting thesimulated stack display in the first shoe display 81 by shifting theposition of the cut card and moving it closer to the second display.

In virtual playing card mode, FIG. 28 also shows step 328 which involvesselecting a card from the stack using the random number generator. Theshuffling processes used in the system can be performed in threeprocesses. In a first shuffling process, herein called traditionalshuffling, the random number generator is used to create an assignedorder to all cards of the stock prior to dealing any card to anyparticipant in the game. This is akin to the manner in which the realpaper or plastic playing cards are handled in real playing card mode,since the decks comprising the stack are shuffled and reshuffled thedesired number of times to reorder the stack. Once the shuffling iscompleted, then any desired cutting of the deck is performed and thestock is placed into a dealing shoe. Once placed into a dealing shoe theorder of the cards is fixed and no reordering occurs.

Another form of shuffling is made available using system 60 which isusually not available when using real paper or plastic physical playingcards. This shuffling process is herein termed continuous randomshuffle. In this shuffling process the order of distribution of cardsfrom the stock is not predetermined before the hand is played. Insteadthe random number generator operates on the fly as needed when the gamerequires a card to be taken from the stack. The position from the stackis varied to produce the random distribution of potentially any card atany time. The entire set of virtual cards which make up the stack ismaintained at all times, without removing cards which may already havebeen dealt in the same playing hand. This maintaining a set of allavailable cards in the stack achieves truer randomness than by reducingthe stack set for removed cards. In any particular card assignment, theplayer can receive any of the possible cards. This procedure may bedesirable in play of certain games or may be more attractive to thecasino or players for objective or subjective reasons which becomeimportant.

Another shuffling or card assignment process which is contemplated bythis invention is herein termed random balance shuffling. In randombalance shuffling the set of available cards in the virtual stack isreduced by the assignment of prior cards dealt in the hand. For example,where the first card dealt is an ace of spades, and the stack is definedby the casino to be only one deck, then no other player in that hand canreceive the ace of spades. In most casinos blackjack is played usingstacks where there are multiple decks, for example six decks. In suchsituations, then there clearly would be additional aces of spades whichmight be dealt. However, the frequency of selecting the ace of spadesafter one or more other aces of spades have been already dealt in thathand does diminish. This should be contrasted to the continuous randomshuffle wherein the expected statistical frequency does not change ascards are dealt.

Step 328 schematically represents the selection of the next card whetherthis is done on the fly using continuous random shuffle, or randombalance shuffle. Alternatively, the selection process can be done withpre-ordering using the traditional shuffle.

The traditional shuffle does have a significant disadvantage whichblackjack players may have noticed or experienced. This disadvantage isdemonstrated by the situation where one player either stands or hits ina nonconventional manner, either by mistake or intent. Other players atthe table often notice this apparent error, and as a result the nextplayer or dealer would receive a different card than if the prior playerhad played his hand in a conventional manner. In some cases, thedifference in cards can affect some or all who receive cards thereafter.In some cases, players become irate because of the realization that thismistaken choice by another player has cost the other players their betsand the wins which they otherwise would have enjoyed. This type ofsituation can be very upsetting and sometimes even leads to fights amongthe players. By utilizing the continuous random shuffle or the randombalance shuffle procedures which can be accomplished with the system 60in virtual playing card mode, there is no pre-ordering of the stack andno particular card can be said to have switched from one player to thenext. In each of these procedures the random number generator goesthrough a selection process immediately prior to distribution of eachcard and thus the decisions of one player are not fairly attributable tosome derogatory effect on other players.

The card selected by the above-described processes is then assigned tothe next dealt card required and to the participant, whether player ordealer. Once assigned, then step 334 effects the displaying of the cardon the player's display if it is a card assigned to a player. The gamesystem also effects displaying a copy of the player's card on allscreens when appropriate as explained above in connection with theplayer display images. The game then involves assessing whether the nextaction is with a player or dealer in step 340. This process repeatsuntil all players have received their first card. Then a virtual card isassigned to the dealer in step 343. The first card to the dealer isdealt as a face-down card and is often referred to as the hole card.Step 350 indicates that the hole card of the dealer is dealt anddisplayed facedown. The process explained above repeats again for theactive players and dealer until step 347 indicates that a second cardhas been received by the dealer.

After both initial cards are received by all participants, then thecards are assured in faceup condition in step 353 except for thedealer's hole card and copies of the cards are placed on other player'sdisplays as previously indicated. Alternatively, initial cards may bedealt in a face-up condition. Thereafter process 221 proceeds todetermine the players with blackjack hands.

FIG. 29 details the process, shown abbreviated as step 221 in FIG. 26,for determining players with blackjack hands. Step 362 involves going onto the next active player for consideration. Step 365 is evaluating theplayer's hand. Step 369 is whether a blackjack hand is present. Step 369leads to repeating steps 362 and 365 for another player if no blackjackhand is present. If a blackjack hand is present, then the processbranches to step 372 wherein the program functions by identifying theplayer or players with a blackjack hand by player number “n”. Step 375performs a decision whether the player, more properly participant, is aplayer or the dealer. If the answer is yes indicating it is the dealer,then the game is over and the two card play sequence is then repeated inanother hand. If the blackjack hand is not for the dealer, then theplayer's status is changed by step 381 to changing the status toinactive with regard to additional play of the hand.

FIG. 30 details a two card play sequence 387 which is shown inabbreviated form in FIG. 26. Step 224 includes going to the next activeplayer. Thereafter the processor performs in step 393 by displaying theactive hand on all player displays, in the tertiary part of the displayas explained above. Step 396 involves displaying the dealer's hand toall displays. Step 399 involves calling up the strategy analysis monitorand performing such strategy analysis to provide a basic strategy noteto be displayed to the active player. The step 227 of displaying thebasic strategy on the active player's display is then included, therebyrendering helpful advice to the player.

FIG. 30 then shows more complete steps in assessing surrender. Step 405involves checking the game rules to see if the casino allows surrenderas a play option. If yes, then decision step 408 proceeds to branch toan instructing step for allowing surrender by a player or players instep 411. Step 414 indicates the player's individual decisions whetherto surrender. If decision 414 is yes, then that player is rendered intoinactive status by an inactivating step 417. This process is repeatedvia connection A for other players. If surrender is not selected, thenstep 420 provides for evaluating the dealer's upcard. If the dealer'supcard is an ace, then decision step 239 branches to an insurancesequence detailed in FIG. 31. Return occurs in returning from insurancesequence at step 429.

If there is no dealer ace as upcard, then the game processor performs byassessing whether the player's hand has a pair in steps 432 and 435. Ifno pair exists, then the process continues by proceeding on with theconsideration of whether the player wants to double down as shown instep 254 of FIG. 26. If there is a pair, then a split sequence branchstep 441 is performed as detailed in FIG. 32.

An insurance sequence shown in FIG. 31 branches from decision step 239of FIG. 30 and advances to step 447 which involves going to the nextactive player. The possibility for taking insurance is publicized bynotifying the players using a displaying step 450 which notes such onall displays 102 and 103. Step 453 then involves detecting whetherinsurance bets have been made. This is repeated by deciding in step 456whether additional active players have taken insurance bets and thelogical loop is again cycled until there are no more players and theprocess returns via branch 429 to the two card play sequence shown inFIG. 30.

FIG. 32 details the split hands process sequence 441 from step 435 ofFIG. 30. This first involves offering a player with a pair the option tosplit the hand in step 462. The player then decides whether to split hishand at step 465 and this is implemented by the dealer depressing key 85to indicate the hand should be split by the game processor. If the handis not split, then processing goes on to the additional two card playsequence of FIG. 33 at step 504. If the player elects to split byaccepting the split offer, then step 468 is processed and a splitcounter is incremented. Thereafter in step 471 the processor processesdata to split the original hand containing the pairs into two hands.Step 474 performs by identifying that each of the split hands has onlyone card. Step 477 performs by instructing that an additional cardshould be dealt. Step 480 performs by copying the instruction to dealcards to the split hands. Step 483 involves dealing the additionalcards. Step 486 performs by deciding whether there are additional splitopportunities which have developed from the newly dealt cards. If so,then step 489 performs by incrementing the split counter. Decision step492 compares the split counter to make sure the maximum allowable splitsprogrammed by the casino rules has not been exceeded. If not, thenrecycling through step 468 and the splitting function repeats. If thereare no further split options from decision step 486, then processingcontinues on to step 504 of FIG. 33.

FIG. 33 shows an additional two card play sequence which includes a step504 which involves calling the strategy monitor to apply the strategyrules to the player's hand after the splitting or insurance subroutineshave been completed. The next step 507 involves displaying the suggestedstrategy. Thereafter, the players place an additional bet to “doubledown” in step 510. Decision step 254 responds to a yes with a doublingof the wager in the processor at step 516. Step 519 is dealing of theadditional single double down card. Step 522 involves evaluating theplayer's hand after the double down card has been assigned. Decisionstep 525 involves determining whether the resultant player hand hasbusted. If yes, then step 528 involves displaying the bust outcome. Ifno, then a revised hand total results and this is performed bycommunicating or displaying the new hand total in step 531.

FIG. 33 also shows that if the player does not double down in decisionstep 254, then step 534 results. Thereafter the action is for the playerto proceed by indicating whether he or she wants to be hit with anothercard or stand. If the decision in step 540 is to hit, then dealing ofanother card occurs as shown in step 543. The player's hand is thenacted upon by the game processor performing an evaluating step 546 toproceed on with a decision step 549 whether the hand has busted. If not,then the hit/stand option is again considered by the player and theportion of the sequence is repeated until either there is a bust or astand decision. If there is a bust, then step 552 involves displayingthe bust as described above. If the decision is to stand as representedby standing step 555, then processing continues on to step 558 lookingfor more active players. If there are more active players, then circle Aleads back to step 224 at the top of FIG. 30 for additional cycling ofthe processes discussed.

If there are no additional active players, then step 561 proceeds on toa finish sequence shown in FIG. 36.

FIG. 34 details an example deal card subroutine, e.g., used in virtualcard mode in the overall process at a number of steps discussed above,such at FIG. 33, step 543. The deal card sequence starts with step 564which involves the simulated moving of a card from the dealing shoeusing the second display 82 and suitable image processing techniques tosuggest movement. Step 567 involves adjusting the first shoe display 81to show repositioning of the cut card and any other desired adjustmentsin the image. Step 570 involves using the random number generator andselecting a virtual card from the stack as discussed more fully above.Step 573 involves assigning the selected card to the appropriate player.Step 576 involves displaying the assigned card faceup on the displayscreen for the player. Step 579 involves copying the assigned anddisplayed card onto other displays as needed for the tertiary displaysection explained above. Step 582 represents return to other points inthe processing after the deal card subroutine has been completed.

FIG. 35 further details an example play out sequence. This isillustrated in more abbreviated form at FIG. 26, steps 260 and 266. Theplay out sequence subroutine includes step 585 which involves the playerinstructing the dealer with regard to whether the dealer should commandhit or stand, such as implemented by control keys 88 and 87,respectively. Step 591 shows decision branching when the player hasdecided to stand. In this case the step 594 is pursued which eitherreturns the program to the calling routine from whence it branched tothe play out sequence, or step 594 involves proceeding on to the finishsequence routine covered in FIG. 36, which will be further explainedbelow. If the player does not decide to stand, then decision step 597 isimplemented with regard to a hit. A decision to hit passes theprocessing onto the deal card sequence subroutine via step 600 asdiscussed above in connection with FIG. 34.

FIG. 36 shows a finish sequence which starts with step 603 whichinvolves turning over the dealer's hole card and displaying thisinformation to the players. Step 606 involves playing out the dealer'shand according to house rules. This step is detailed further by thecontent of FIG. 37. FIG. 36 shows step 609 which involves determiningthe winners and losers. Step 612 involves collecting from losers andpaying winners. Step 615 is followed by another game which is indicatedby initiate step 615.

FIG. 37 details the playing out of the dealer's hand which is shown inabbreviated form at step 606 of FIG. 36. Step 628 involves evaluatingthe dealer's hand count as a soft count, in which case any aces held arevalued at 11 rather than at a value of 1. This is followed by step 621which compares the soft hand count to whether it is greater than thevalue 17. If greater than 17 then the step 624 proceeds to step 609 ofFIG. 36. If the dealer's soft hand count is equal to a value of 17, thendecision step 627 branches to step 630 which involves considering thehouse rule on soft 17 dealer hand counts. This is a variable house ruleoption in system 60. Decision step 633 can result in either the dealerstanding on a soft 17 as depicted by step 636. This leads back to step609 of FIG. 36. Alternatively, the other soft 17 rule leads to thedealer hitting his hand at step 639. That in turn leads back to step 609of the finish sequence.

FIG. 37 also shows a branch from decision step 627 toward evaluatingstep 642 indicating the situation where the dealer's soft hand count isless than the value 17. Evaluation step 642 considers the dealer's handand determines the hard dealer hand count with the ace valued at 11.Decision step 645 branches on the basis of whether the hard dealer handcount is less than the value 17. If less than 17, then the dealerreceives another card as illustrated by step 651. If the dealer's hardhand count is 17 or greater, then the dealer stands and step 648 leadsback to step 609 of the finish sequence.

Alternative Embodiment Gaming System

FIGS. 40-46 show an alternative gaming system. The example alternativegaming system is in most respects similar to the gaming systems andvariations shown and described above in connection with FIGS. 1-39.Similar features are numbered with the same reference numerals anddescription will not be repeated. Alternative or varying aspects of thealternative gaming system will now be described.

The presentation unit 100 advantageously includes ambient light sensors132 (FIG. 43) which allow the system to sense ambient light to which thesystem is exposed during operation. This allows the betting chipdetectors 121 and insurance bet detectors 131 to more appropriatelydetermine whether a chip 164 (FIG. 40) has been placed over thedetectors. The detectors or sensors 131 and 132 are advantageouslyoptical detectors in the embodiment illustrated. Alternative detectorsare also possible.

FIG. 40 shows the dealer control module incorporated in the form of asimulated dealing shoe 80 similar to the dealing shoe 80 shown anddescribed above. The dealing shoe of FIG. 40 is shown in largerillustration in FIGS. 45 and 46. The dealing shoe has first and seconddisplay portions 81 and 82 which are provided using a single display 281(FIG. 46). The case 84 advantageously includes metallic base plate 284and a plastic case top 285. This construction is to help dissipatestatic or stray electricity which may come into contact with the dealingshoe. It also provides a ground plane which can be used by electricalcomponents 286 used to power, communicate and/or control the display 281and dealer control keys 83 and 85-89.

FIG. 41 shows a presentation unit base plate 701 which is provided witha number of mounting holes and features which allow various connectionsto be made. These connections include connection of various wiringcables and other components to the base plate 701. Noteworthy aremounting holes 702 which allow the base plate to be secured to a gamingtable 50 (FIG. 40). Also noteworthy is cable opening 703 which is usedto allow wiring cables to be connected to a control module, such asmodule 92 mounted beneath the gaming table. The gaming table canaccordingly be drilled or otherwise provided with a correspondingopening that allows the cabling to extend through the table top. Aplurality of standoffs 704 are provided to support the overlyingpresentation unit cover 101 to be held in supported relationship overthe base plate 701. The base plate 701 is preferably made of a metallicor other electrically conductive sheet to facilitate grounding ofvarious electrical components thereto and to help dissipate static orother stray electricity which may encounter the presentation unit. Theelectrical ruggedness of the presentation unit 100 and other parts ofthe system is in some cases tested by regulatory authorities to makesure operation is not affected by stray electrical discharges. Shocksare applied to the case using a suitable test voltage supply (not shown)which may involve electrical discharges of approximately 25,000 volts.The overlying cover 101 is advantageously made from a transparentacrylic material which is relatively non-conductive to minimize theeffects of such electrical discharges. The conductive base plate 701tends to conduct any stray electricity to a ground terminal (not shown)to further reduce possible derogatory effects.

FIG. 42 shows base plate 701 fitted with several participant displays102 and 103 as described above. The displays may be mounted in raisedpositions upon the base plate to allow cabling (not shown) to passbetween the displays and base plate. FIG. 42 further shows the bet andinsurance detectors 121 and 131. Ambient light detectors are also shownmounted upon the base plate.

FIG. 44 further illustrates that the cover 101 can advantageously bemade from a continuous or substantially continuous sheet of transparentmaterial, such as transparent acrylic. This allows the displays 102 and103 to beam their images therethrough and allows optical detectors 121,131 and 132 to perceive light levels adjacent thereto. The remainingportions cover 101 are advantageously made opaque to hide the otherinternal components. The surface of the cover can be treated using spraycoatings or by direct surface treatment to provide a matte or semi-mattefinish to minimize reflection and improve participant visibility ofdisplays 102 and 103.

Description of Alternative Control Software Flow Charts

FIGS. 47-51 diagrammatically illustrate another form of programming andrelated processes used in the operation of the alternative embodiment ofFIGS. 40-51. Many of the processing steps are the same or have analogouscontrol processes as those described above. The following outlineexplains the diagrams of FIGS. 47-51 in greater detail. Computer filenames are generally shown italicized using a suitable file name.

1. Main Loop

FIGS. 47-49 illustrate diagrammatically the main logic loop employed bythe game system. Particular aspects will now be further explained.

1.1 System Initializes

1.1.1 Initialize Sound Card, init_sound( ) (Not Illustrated)

Call init_sound( ) to load *.wav sound files into the sound resourcesbuffer. The sound card hardware is also initialized for volume and tonaladjustments. System further reads condition of switches (notillustrated) which sense and checks for secured conditions of accessdoors forming part of the processing module enclosure, similar toenclosure 91. As implemented, the enclosure includes a main door 95(FIG. 3) which condition is checked in step 708. There is also aseparate keyboard port door (not illustrated) which is checked in step714. If the keyboard port door is unsecured, then the system checks forrules editing. Each door is secured with a key lock and associatedsensors (not shown) which allow the control system to determine thecondition of each.

1.1.2 Rules Editor, pit_boss_ed( ).

Step 715 entails checking to see if the key switch 83 is activated toenter the rules editor and whether the password required by the systemhas been provided for security reasons.

The house rules are recalled or modified with a call to filepit_boss_ed( ). The following parameters may be adjusted:

number of splits allowed RULE_splits

how face cards are treated as a pair, RULE_face

the number of decks to be used, RULE_decks

sequence for dealing cards, RULE_deal

dealer's play on soft 17, RULE_soft

conditions affecting double down, RULE_double

surrender or not, RULE_surrender

placement of the hole card, RULE_hole

The rules editor is discussed in greater detail in following outlinesection on the RULES EDITOR. If the dealer or pit boss has not electedto enter the rules editor, then the system starts a new game at step717.

1.1.3 Random Number Generator (RNG) Seed Data, get_seed.sub.-data( )

This initialization step is illustrated at step 718 of FIG. 47. Thereare multiple numbers that are stored which hold the terminal state ofthe random number generator. These numbers are retrieved in a call toget_seed_data( ) which reads the data from disk. This provides fornon-repetitive operation of the random number generator needed toprevent patterns from being discernable.

1.1.4 Game Process Tables, clear_the_deck( ), hand_in( ),make_card_tray( )

Information about the players and the cards that are dealt are containedin memory tables which are first cleared out before a new game. A callto clear_the_deck( ), to hand_in( ), and make_card_tray( ) achieve thisfunction of the initialization. The casino or other house rules andsettings are represented in steps 719 which can also be approachedthrough the rules editor.

1.1.5 Graphics Files, transfer( )

The initialization process also advantageously includes loading manygraphics images that are displayed during game-play are facilitated by agraphics engine which is initialized with a call to transfer( ).

1.2 Display House Logo, send( )

The house logo graphics is sent to the respective LCD displays.

1.3 Wait for Dealer to Press Deal Key, shoe( )

Step 298 determines the presence of a wager over the bet sensors 121 andindicates an interested player. When the dealer presses the deal key onthe shoe, all wager sensors which detect a wager will communicate theinformation back to the rules program. Player positions 1-6 which havewagers over the sensor will be counted as active players. The systemreads the keypad on control 80 in step 209.1 and makes a decision insteps 209.2 and 209.3 indicating when the dealer presses the deal keypadcards will then be dealt according to the deal sequence selected in therules editor. In step 708.1 the system again checks the security of thecontroller doors and chooses between a service mode condition 720 orcontinued operation carrying onto the top of FIG. 48.

The top of FIG. 48 shows step 723 which loads information indicatingwhether the shuffler rule in virtual card mode is traditional shuffle724, random balance shuffle 725, or full random balance shuffle 726.Shuffling occurs according to the shuffler rule in steps 729. Cut cardprocedures 730 are used in the traditional and random balance shufflerules. In such cut card procedure the display 81 preferably shows thestack with a cut point highlighted in an alternative color. The dealercontrols the cut card position as specified by the player who isentitled to cut the deck. The display then shows the stack displacedlaterally and the stack parts are reversed in a display graphics whichsimulates the physical cutting of a card stack.

1.4 Deal Two Cards, two_card_deal( )

In virtual card mode, step 215 represents the operation of dealing orassigning the initial two cards of blackjack to each participant:Beginning with the first active player to the dealer's left hand, cardswill be dealt one at a time until all players have received a card. Thedealer then receives his first card, which may be face up or face down,depending on the house rules selection. The sequence is reported untilall active players hold two cards. One of the dealer's cards will beface down. A call to two_card_deal( ) accomplished this. In theimplementation of this action the speed of dealing is subject toadjustment of a speed parameter implemented when the rules are loaded.Thus the action can be relatively fast or slower as may be appreciatedby different groups of participants.

1.5 Find BlackJack hands, find_bj_hands( )

After the initial two cards are dealt, a search can be made for allhands that may hold blackjack. A status table can be updated with thisinformation. The find blackjack hands sequence is illustrated in FIG. 29and the description is not herein repeated.

1.6 Insurance Sequence, insure_seq( )

If the dealer's face card is an ACE, insurance is offered at this time.This is represented in FIG. 49 by step 239. Wagers placed over theinsurance sensor will be read and recorded in step 453. A security stepof checking doors open 708.1 is advantageously included thereafter.Following the security check, the dealer control key pad is checked instep 735 to see if the dealer has controlled to instruct furtherprogress of the game by depressing the deal key 85 in step 736.Collection of the insurance bets is shown in step 737.

1.7 Dealer Holds BlackJack find_bj_hands( )

If the dealer does hold BJ as determined by step 738, the finishsequence 739 is entered wherein all active hands are compared to thedealer's. Any hand which also holds blackjack (BJ) is determined to be aPUSH. All others are NO WIN,

1.8 Play Hands Sequence, two_card_play_seq( )

FIGS. 49 and 50 show a two card play out sequence. In the event thedealer does not have blackjack, normal play is resumed at step 740 andthe next player decides his or her move. This is implemented by areading step 741 which reads the conditions of the dealer control keys83 and 85-89.

A call to two_card_play_seq( ) begins the cycle through which all activehands are played out as assessed by step 747. This has a beginning withthe first active hand to the dealer's left. Additional hands arerecognized in step 748. Through this cycle split hands are created frompairs of like cards, depending upon house rules. Double down is a choicea player may have, depending on house rules. A player may hit or standas they like. These options are generally shown at step 746 of FIG. 49.

FIG. 50 shows at step 772 consideration of the next active player toallow play out of this sequence. Step 773 considers the next hand anddecision block 774 branches achieve dealing of both cards via step 775.A suggested best strategy is produced as represented by step 776. Thestrategy is displayed at step 777. The call to strategy( ), step 776,returns a message code which becomes displayed as the most appropriatestrategy with respect to applicable house rules and hand content.Strategies are calculated upon the dealer's face card and the hard/softcount of the active hand. A recommended strategy will preferably bedisplayed on the active player's lower right screen.

Splits are permitted or not permitted as the rules define. If permitted,then step 779 determines whether the hand is eligible for splitting byhave a pair. The player is presented with the decision in step 780 andthe input response is represented by step 781. If split then the systemcreates the second hand in step 782 and deals a first card to the firstof the split hands in step 783. Reconsideration and revised strategyinformation is made and then displayed as illustrated by step 784.

FIG. 50 also shows the possible action of allowing a player todouble-down as represented by step 785 and subsequent steps. This iscovered in greater detail below.

1.9 Play Dealer Sequence, play_dlr_seq( )

When all active player hands are played out, a call to play_dlr_seq( )will begin the cycle through which the dealer draws cards until a hardcount of 17 is reached. Whether he hits on a soft-17 is set in the rulestable.

1.10 Finish Sequence, finish_seq( )

The final win/lose determination is made here against the hard/softcounts of each active hand at shown at step 739 with respect to thedealer's. A call to finish_seq( ) performs this process.

1.11 Cut Card Reached, shuffle_tray( ).

In virtual card mode, there are always enough cards in the deck tocomplete a game after the cut-card is located. When a game has completedand the cut card was located during play, a reshuffling will be donewith a call to shuffle_tray. This is illustrated at steps 730-732.

1.12 Update Game Records, write_game_data( ), up_deck_rec( )

When the game is finished, vital information about the game will bewritten to a disk file and stored. A call to up_deck_rec( ) writes thedata. The state of the RNG is written to a separate file for futurerecall within the function write_game_data( ).

This is represented by step 751 of FIG. 49.

2. Random Number Generator

2.1 RNG Engines

In virtual card mode, step 718 can be performed by two RNG's which areemployed in the production of random numbers. The first generator is anANSII standard function that is resident with the compiler. It is apseudorandom generator which yields 32-bit integers. The secondgenerator comes from George Marsaglia at Florida State University mothdepartment, and is known as The Mother of All Random Number Generators,or “Mother” for short. It returns 64-bit random numbers.

The 32-bit generator is provided a chaotically produced seed in order toreturn a randomly generated seed for “Mother.” The second seed is fedonce to “Mother” and from that time onward the generator is alwaysrunning on a set of numbers saved from game to game.

2.2 Seeding

A primary seed is obtained with a call to init_seed( ) when the softwareis initially powered up. Here, a 32-bit unsigned number is allowed toincrement through a modulo-32-bit cycle until a key is pressed. Thestate of this variable, a_seed, is sent to the 32-bit RNG as a seed, anda random number is produced, b_seed The variable, b_seed, is sent to“Mother,” from which a dual ten element array is constructed. The arraycontains state data for which new random numbers are generated. Thearray contents are different with each new number.

2.3 Saving the State of the RNG

Following each game, the dual ten-element arrays are saved in a filewrite_game_data along with the initial seed value. When a new game isinitializing, the file is read and the array values are reinstated intoMother. The RNG then proceeds as if it had never been shut down.

3. Card Tray

A serial card tray is built at the start of each new game series asillustrated by step 723. The tray size is determined by the number ofdecks specified in the house rules settings. To fill the tray, a call isfirst made to make_card_tray( ). Within this function the RNG is queriedfor new cards, the conditions being that acceptable card numbers cannotbe 0 or any number greater than 52. Also, a card number (1-52) may beused only up to the number of decks that are allowed. For example, if 12decks are used, the card number 13 may be used only 12 times whilefilling the array.

4. Shuffle Mechanism shuffle_tray( )

4.1 Deal Sequences

In virtual card mode, three schemes are available for shuffling cards,depending on house rules setting variable RULE_deal.

4.2 Traditional

This scheme is illustrated by step 724 and emulates a randomly filledcard tray which is continually shuffled until the deal/cut key ispressed by the dealer. After the key is pressed, cards are drawnsequentially through the tray. The tray is not shuffled again until thecut card is located. The mechanism for shuffling swaps randomly selectedpairs of cards from the tray. The process continues until the deal/cutkey is pressed. A recorded sound file of shuffling cards is playedthrough the speakers while the cards are shuffled.

4.3 Random Balance

This scheme is shown by step 725. The card tray is filled once, as withthe traditional scheme, but with a random balance shuffling scheme allcards following the drawn card are shuffled every time a card is drawn.Cards are drawn sequentially through the tray, however with each drawingthe balance of cards is shuffled by swapping randomly selected cards.While a player waits to decide his next move, the deck is shuffled. Ashuffle sound file is played while he decides.

4.4 Full Random Balance

This scheme is shown by step 726. The card tray is filled once, as withthe traditional scheme, but with a full random balance shuffling schemethe entire tray is shuffled every time a card is drawn. Cards are drawnrandomly from the tray. While a player waits to decide his next move,the deck is shuffled. A shuffle sound file is played while he decides.This scheme precludes the need for a cut card.

5. Deal Sequences card_select( )

5.1 Traditional

Cards are drawn from the card tray sequentially through the deck asillustrated by steps 731. An index, card_tray_indx, is incremented foreach card drawn from the tray, card_tray[card_tray_indx]. When the cutcard is encountered the tray will be shuffled at the close of thecurrent game.

5.2 Random Balance

Cards are drawn from the card tray sequentially through the deck. Anindex, card tray indx, is incremented for each card drawn from the tray,card_tray[card_tray_indx]. When the cut card is encountered the traywill be shuffled at the close of the current game. The balance of cardsfollowing the currently selected card is shuffled while a player waitsto decide his next move.

5.3 Full Random Balance

Cards are drawn randomly from the domain of cards in the card tray. Witheach card that is drawn, the entire tray of cards is shuffled.

6. Play Hands Sequence two_card_play_seq( )

6.1 Overview

The two card play out sequence is shown starting at step 771 of FIG. 50in greater detail. Beginning with the first active player to thedealer's left, each player is processed by step 772 by active handnumbers 773. For each active player there will be at least one activehand, referred to as the base_hand. Should a hand split at step 781, thenumber of active hands per player could number as many splits as areallowed plus one. For example, if three splits are permitted by houserules, up to four hands could be played out by one active player. Allhands are played in order, starting with the leftmost hand from thedealer. A call to two_card_play_seq( ) begins the sequence.

6.2 Data Structures

Status information about the players and their hands can be contained ina data structure:

-   -   p_info[player].status[hand_num]

The record of cards dealt to each hand is contained in:

-   -   P_info[player].card[hand_num]

Both hard and soft count is held for each hand in:

-   -   P_info[player].count[type][hand_num]

See section 12.0 for a detailed description of the data structure.

6.3 Sequence

For each active hand, the sequence begins with two cards having beendealt to the base hand as indicated by steps 774 and 775. The hand isevaluated at step 776 and the most appropriate strategy is returnedfollowing a call to strategy( ). The strategy is calculated against thedealer's face-up card and the player's soft and hard count. The rulestable is consulted before a strategy is finally returned. Thus, if ahand holds a pair and a split would otherwise be recommended, a maximumallowed split count of zero would preclude the recommended strategy ofsplitting. Hit or stand might be recommended instead. The strategy issent to the player's screen and displayed graphically. Through thecourse of play, the player may choose to split his hand, double-down,hit, or stand. If the hand holds only one card, the result of a split, asecond card is automatically dealt.

6.4 Split Hands split_seq( )

If the hand holds a pair of like cards and the player has not exceededthe allowable limit of splits, then a split sequence is entered at step778 with a call to split_seq( ). In this sequence the player may chooseto split his hand step, double-down at step 787, hit or stand at step792. This general decision is also represented at steps 747 and 746 ofFIG. 49. Following his decision, the hand is re-evaluated at step 794and a new strategy is formulated and displayed. The call to the splitsfunction returns with information about his decision. If double-down isnot chosen at step 787, the sequence will branch around the double-downoption, offered next.

6.5 Double Down double_down( )

If the hand satisfies the restrictions for a double-down and the playerchooses to double-down, a call to double_down( ) will enter thatsequence. A third card is automatically dealt the hand at step 788, thehand is evaluated at step 789, and the sequence terminates at step 790.The next active hand is then played out starting back at step 772.

6.6 Hit/Stand Loop Within two_card_play( )

Provided the hand is active, it has not busted as determined at step795, and double-down was not chosen, a loop is entered at step 791 thatallows the player to accept hits or to stand at step 792. The loop isterminated when the hand either busts or the player chooses to stand.Following each hit, a call is made to deal_card_seq( ) wherein a card isdrawn from the tray. Next, a call to evaluate( ) computes both hard andsoft count for the hand. The count and card type are sent to the activeplayer's display. For every decision, a new strategy is formulated anddisplayed until the hand terminates.

6.7 Exit from Loop

The sequence of playing out active hands terminates when the last activehand has been played out at step 796. A message signaling the terminusis sent to the graphics module with a call to send( ). Control returnsto the main( ) function.

7. Split Sequence split_seq( )

7.1 Entry Test

When the split sequence is entered at step 778 with a call to split_seq(), a test determines whether a hand may be split. A pair of like cardsmust first be acknowledged. House rules govern the pairing of facecards. If all face cards are equal to 10, (RULE_face=0) then any pair offace cards is considered a pair. Conversely, if only like face cards area pair (RULE_face=1), then, for example, only two Jacks or two Queenscan enable a split. A second test 779 examines the number of splitsalready active. If the count does not exceed house limits, as set inRULE_splits, then the player may choose to split his hand. A final testis that variable repeat is 1; a choice not to split resets it. Hischoices at this point are split, double-down, hit, or stand. If split ischosen, then the sequence is entered according to the following test forsplits.

The Boolean test for splits is:

SPLIT=(E+B)·(Ā+A·D)·(K+ C+J)·( G+G·H))

where:

A RULE_face=1; like face cards only B Card One Value=Card Two Value; thepair has equal face value C if(card_one_val==1; first card is an ACE DCard One Type=Card Two Type; the pair has equal type Enum_splits<RULE_splits; the hand may split again G RULE_splt.sub.--10=0;pairs of 10's may NOT split H Card One is not b 10; I if(card_cnt==2;hand holds two cards J if[player]].num_splits==0; hand can not havesplit K !RULE_splt_ACES; split only one pair of ACES

7.2 Sequence

The split count for the player is first incremented,p_info[player].num_splits. The top card is moved to the dealer's left. Anew card is dealt to the card on the left. This pair remains hand 0,while the single card on the right becomes hand 1. A new strategy forhand 0 is formulated and returned to the calling function,two_card_play_seq( ). The hand is played out in two_card_play_seq( ),and when the next hand becomes active, hand 1, a second card is dealt.If this hand also holds a pair, the split sequence is entered again.

Hand 1 is dealt a second card at step 783 and the hand is thereafterplayed out. This process continues until further splits are preventedand all hands are played out.

7.3 Algorithm

S=split_num,N=hand_num(of the hand that is splitting),X=S−N−1

The algorithm for creating new hand is:

[hand_num][card_pas]:for(i=0;i<x;i++){[s−i][0]=]s−(i+1)][0]}

Always: [N+1][0]=[N][1]; new hand, card 0 receives old hand card 1

Level H0, S0: In the example above, hand 0 holds a pair, A1, A2. Nosplits have formed yet, so S=0. N (hand #)=0, and the variable X=S−N−1;X=−1. Card 0 of the pair is A1, card 1 is A2. Level H0, H1, S1: The pairA1, A2 is split, A1 receiving new card A3, and A2 moving to the right toform H1. Split becomes S1, N=0 (hand0 is splitting), and X=1−0−1=0. Thealgorithm loop:

for(i=0;i<X;i++)moves card[S−(i+1)][0]→card[S−i][0];

since X=0, no action is taken.

For each split, card[N][1]→card[N+1], so, card[H0][1]→card[H1][0]; cardA2 becomes H1C0, and card A1 remains in hand 0 as card 0;Level H0, H1, H2, H3, S3: The pair A2, A4 has been split so that fourhands (H0-H3) are formed. As this occurred, S=3, N=2, X=S−N−1=0. Notethat since hand 2 is splitting again, N=2. Now the loop is taken:

-   -   for(i=0;i<X;i++) moves card[S−(i+1)]→card[S−i[0]; Since X=0,        this loop is not taken. Only the mandatory exchange to the new        hand is executed: For each split, card[N][1]→card[N+1][0], so,        card[H2][1]→card[H3]]0]; card A2 becomes H2C0, and card A1        remains in hand 0 as card 0. Card A3 remains as card 0 of hand        1, and card A4 become new card0 of hand 3. Even though card A5        was dealt to hand 2, no more splits are possible since the        maximum is reached.

The process continues in this fashion.

8. Double Down Action

8.1 Overview

With a call to double_down( ) from two_card_play( ), is represented bystep 785 which determines whether such a play is permitted under therules of play. A player decision to double down is first qualified bystep 786 and then implemented in step 787. The option to double-down isgranted by permission where house rules govern the qualifying hand. Thecommon qualifier is that the hand hold only two cards. When permissionis granted, the player's motion to double-down is received by the dealerand step 788 results in issuing a third card. The hand is evaluated atstep 789 and flow proceeds to the next active hand at step 790. If thehand was previously split, house rules may prevent a double-down. Thegoverning rules are summarized below.

8.2 Any Two-Card Hand

If the card count for the current active hand is two, permission isgranted.

8.3 Hard Two-Card Hand without Aces

If the hand holds two cards, and neither card is an ace, permission isgranted.

8.4 9, 10, 11 Hands

If the hand holds two cards and the hard/soft count is 9, 10, or 11,permission is granted.

8.5 10, 11 Hands

If the hand holds two cards and the hard/soft count is 10 or 11,permission is granted.

8.6 11 Hand Only

If the hand holds two cards and the hard/soft count is 11, permission isgranted.

8.7 Return from Function

The function is passed not only player/hand data, but previous decisioncodes made in two_card_play( ) as well. For example, if the hand hadpreviously split and the new hand wished to double-down, that decisionis passed from split_seq( ) back to two_card_play( ), and on intodouble_down( ) at step 785. If permission is granted in double_down( ),then a third card is dealt. After action is taken in double_down( ), thedecision code is passed back to the calling function, two_card_play( ).If a double-down was taken, the hand terminates in two_card_play( ).Otherwise, the hand is played out.

9. Play Dealer Sequence play_dlr_seq( )

This sequence is illustrated by FIG. 51 starting at step 801. The holdcard is turned over in step 802.

9.1 Dealer has Blackjack

If the dealer has a blackjack as checked by step 803, then there is noneed to continue and step 804 branches action to 805 and the game isreturned to scan winner's step 750 of FIG. 49. The dealer's status witha blackjack causes the game to proceeds to the finish sequence shown bysteps 750, recording game data in step 751 and preparing for the nextgame in step 752.

9.2 Evaluate Dealer Hand

A call to evaluate( ) the dealer hand at step 806 determines both hardand soft count for the dealer's two-card hand. Further decisions arebased upon this evaluation which is accomplished as illustrated by steps807, 808, 809, 810, and 811.

9.3 Hard Count Greater Than 16

If the dealer's hard count exceeds 16 he must stand. If the hard countis less than 16, a play loop is entered.

9.4 Play Out Loop

The loop exits when the hard count exceeds 16. If the dealer's handholds a soft 17, house rules stored in variable RULE_soft determinewhether he hits or stands. If he stands on a soft 17, the loop exits andthe sequence terminates. If he hits on a soft 17, a card is dealt atstep 812 and the hand is re-evaluated by step 806.

If the hand is not soft, cards will be dealt until the hard countexceeds 16, at which point the loop exits at step 809. Play proceeds tothe finish sequence 749 et seq.

10. Find Blackjack Hands find_bj_hands( )

Following the two-card-deal sequence, a call to find_bj_hands( )examines each active hand for the presence of an ace and a 10 or a facecard. Any player that holds a BJ receives a status code “BJ” for thathand. This status is different than an ACTIVE status which is necessaryfor processing through the two-card-deal sequence. Is

11. Finish Sequence finish_seq( )

11.1 Hole Card hole_card( )

The first step in this sequence is to reveal the dealer's hole card witha call to hole_card( ) at step 802. If RULE_hole is either first orsecond settings, then the hole card will be turned over. If, however,both cards are placed face up (HOLE_card=2), then no action is taken.

11.2 Scan Players scan_players( )

A call to scan_players( ) starts the process of translating active handsinto final score determinations at step 739. If the hand status isBUSTED, the final score is BUSTED. If the hand did not bust, the hand'sbest count is compared to the dealer's best hand. If the dealer's isbetter, the hand is NO WIN. If the hand beats the dealer's, it is WIN.If the hand ties the dealer's, the score is a PUSH. If the hand is a BJand the dealer's is not, the player receives BJ; if the dealer also hasBJ, the hand is a PUSH.

11.3 Display Score

The final determination is sent to the graphics engine which displaysthe appropriate border and WIN/LOSE graphic for the hand.

12. Strategy Table

12.1 Considerations

Before an appropriate strategy can be formulated, several factors mustbe considered. They are listed below, and each pertains to the playerand his current hand information:

-   -   card count; how many cards have been dealt to the current hand    -   number of splits; how many times has the player split his hand    -   card one value; what is the value of the first card in the hand    -   card two value; what is the value of the second card in the hand        dealer's face card value

12.2 Table 1: Ordinary Hands that are not Pairs Nor Hold an ACE

T1=[(C1≠1)(C2≠1)+(CARDcnt>2)]·[(C1≠C2)+(NUMsplits+1>RULEsplits)]+[(C1=1)(C1=1)(NUMsplits+1>RULEsplits)+(CARDcnt>2)]

In order to locate a strategy here, several conditions must be true:

a. Card One must not equal Card Two, unless no more splits are permittedor if card count is >2

b. Neither Card One nor Card Two may be an ACE unless the card count ismore than two. First, the better count of the hard/soft hands iscomputed. The column is found by subtracting 4 from the hand count:COL=COUNT−4. Second, the row is found by subtracting one from thedealer's face card: ROW=dlrFACE−1. Then, table 1 is indexed and theproper code is retrieved. See the tables below

12.3 Table 2: Two Card Hands that Hold an ACE

T2=(CARDcnt<3)·[(C1≠C2)·[(C1=1)+(C2=1)]

Go here if the card count is two, and one of the cards is an ACE but notboth. The column index is taken from the card that is not an ACE. Theindex=COL=card val−2. If the request for a strategy originates withinthe HIT/STAND loop of two_card_play_seq( ), and the strategy is found tobe 2 (double-down), the strategy will be modified to HIT. The row indexis found by subtracting one from the dealer's face card: ROW=dlrFACE−1.

12.4 Table 3: Two Card Hands that Qualify as a Pair

T3=(CARDcnt<3)≈[(C1=2)(NUMsplits<RULEsplits)]

For this table to be used, the card count must equal two, the two cardsmust be like values (determined by house rule RULE_face_cards), andadditional splits must be permitted. The column index is calculated bysubtracting 1 from the value of one of the cards: COL=val−1. The row isfound by subtracting one from the dealer's face card: ROW=dlrFACE−1.

12.5 Strategy Table Codes

TABLE 1 DEFAULT TABLE PLAYER (ACROSS TOP) P D 4 5 6 7 8 9 10 11 12 13 1415 16 17 18 19 20 21 A H H H H H H H H H H H H H S S S S S 2 H H H H H HD D H S S S S S S S S S 3 H H H H H D D D H S S S S S S S S S 4 H H H HH D D D S S S S S S S S S S 5 H H H H H D D D S S S S S S S S S S 6 H HH H H D D D S S S S S S S S S S 7 H H H H H H D D H H H H H S S S S S 8H H H H H H D D H H H H H S S S S S 9 H H H H H H D D H H H H H S S S SS 10  H H H H H H H D H H H H H S S S S S

TABLE 2 ACE-HAND TABLE PLAYER (ACROSS TOP) P D A, 2 A, 3 A, 4 A, 5 A, 6A, 7 A, 8 A, 9 A, 10 A H H H H H H S S S 2 H H H H H S S S S 3 H H H H DD S S S 4 H H D D D D S S S 5 D D D D D D S S S 6 D D D D D D S S S 7 HH H H H S S S S 8 H H H H H S S S S 9 H H H H H H S S S 10  H H H H H HS S S

TABLE 3 SPLITS TABLE PLAYER (ACROSS TOP) P 10, D A, A 2, 2 3, 3 4, 4 5,5 6, 6 7, 7 8, 8 9, 9 10 A P H H H H H H P S S 2 P H H H D H P P P S 3 PH H H D P P P P S 4 P P P H D P P P P S 5 P P P H D P P P P S 6 P P P HD P P P P S 7 P P P H D H P P S S 8 P H H H D H H P P S 9 P H H H D H HP P S 10 P H H H H H H P S S

The cells of the tables hold codes that indicate decision moves. Thecodes are: H=hit, S=stand, D=double, P=split

13. Player Hand Information

Information about each player position and each active hand ismaintained in a structure p_info[player].

13.1 Structure: p_info[player]

The typedef below shows the structure of p_info:

typedef struct { int card[RULE_splits][MAX_HAND]; // sequence of playedcards int num_splits; // # times hand split < RULE_splits intnum_cards[RULE_splits]; // # cards in each split intcount[3][MAX_HAND]; // hand count[0] hard,[1] soft, [3]best intstatus[RULE_splits]; // 0=no player, 1=active, 2=bust 3= card dealt facedown 4=two cards face down, 5=blackjack } hand_info;

13.2 Sub-Level: card[RULE_splits][MAX_HAND]

The two fields are indexed by variables: card[hand_num][card_hold]. Thissub-level contains a record of all the cards dealt to a [player]'shands. The number of hands is limited by RULE_splits, as set in thehouse rules. A particular hand is pointed to by hand_num. For each hand,a maximum of MAX_HAND cards may be dealt to that hand, currently set at11. A discrete card is indexed by card_num. For example,p_info[3].card]0][5]=4 says that player 3's base hand(0) holds an ACE(4)in card position 5.

13.3 Sub-Level: num_splits

This is a simple integer that indicates how many times [player]'s handhas split.

13.4 Sub-Level: num_cards[RULE_splits]

This array holds the quantity of cards that has been dealt to each handof an active player. The number of hands is limited by RULE_split, andindexed by num_cards[hand_num]. For example,

P_info[2].num_cards[2]=0

Indicates that player 2's hand #2 holds no cards.

13.5 Sub-Level: count[COUNT_TYPE][RULE_splits]

A [player]'s hand can have a soft count and a hard count if ACEs arepresent. The indices into [COUNT_TYPE] are: 0=HARD, 1=SOFT, 2=BEST (thebetter of HARD or SOFT). The field [RULE_splits] is indexed by[hand_num] which points to a specific hand. For example:

P_info[5].count[1][0]=17

This indicates that player 5's base hand (0) holds a soft 17.

13.6 Sub-Level: status[RULE_splits]

Every player position 1-6 (where 0 is the dealer) has at least one handassigned by default, hand 0 (the base hand.) As a game progresses everyhand is assigned a status which is used to identify decisions for whichchoices may be possible. Discrete hands are indexed by status[hand_num].The status codes are listed:

INACTIVE 0 BUST 1 ACTIVE 2 SPLIT_DONE 3 BLACKJACK 5 SURRENDER 6

13.7 Score Card

Final WIN/LOSE determination is registered in the array: score_card[MAX_PLAYERS][MAX_SPLITS+1]

The first field [MAX_PLAYERS] is indexed by player, and points to adiscrete player. The second field, [MAX_SPLITS+1], is indexed byhand_num, and points to a discrete hand. For each active hand, a scorecode is ultimately assigned, listed below:

IN_ACTIVE 2 DEALER_HAND 3 BJ 4 LOSE 5 WIN 6 PUSH 7 BUSTED 10

14. Card Calculation Card_calc( )

14.1 Hard Count

Any card may have an absolute face value from 1 to 10. Aces count as 1,and face cards are 10. Since there are four of every type in a deck, therange of card types progress in groups of four, beginning with ACES,which are 1-4. All ACES return a value of 1 when the argument ace_num>1.This yields a hard count.

14.2 Soft Count

When a soft count is desired, the first ACE counts as 11. The argumentace_num must be 1 in order for the function to return a value of 11 whenthe card type is 1-4. After a second ACE is encountered incard[hand_num][card_hold] the ACE count increments and subsequent callsto card_calc( ) will return a value of 1 for an ACE.

14.3 Card Type card_type( )

When house rules (RULE_face=1) require that pairs of face cards be ofsimilar type, a call to curd_type( ) will return a character thatcorresponds with the card type. For example, a queen is ‘Q’ and a 10 is‘T’.

15. Record of Game Data

15.1 Game State Data write_game_data( ), get_seed_data( ),get_rules_data( )

State information about the last played game is written/read from/to aram-disk file, GAME_SET.DAT. The function that reads the file isget_seed_data( ) and get_rules_data( ). When a game session concludes,the file is written by a call to write_game_data( ). Three categories ofdata is written to this file:

1. Initial seed value; once obtained, it should never change unless thefile is corrupted

2. RNG (Mother) state tables; two ten-element arrays of unsigned 32-bitnumbers hold the terminal state of the RNG from the last access of anumber

3. House Rules; the last revision or update to the house rules are kepton file.

15.1.1 Write Game Data write_game_data( )

Writes all the data to the file GAME_SET.DAT.

15.1.2 Get Seed Data get_seed_data( )

This function is called while initializing a new game. If the fileGAME_SET.DAT cannot be opened or located, the user is prompted toprovide a new start-up seed by pressing a keyboard key. After the seedis obtained it will be subsequently written back to this file. Whenpresent, a new seed is unnecessary, and the function proceeds toretrieve the internal state data for the dual ten-element arrays usedwithin the RNG “Mother.” The arrays mother1[10] and mother2[10] arefilled with the same numbers they held before the machine was shut downthe last time.

15.1.3 Get House Rules get_rules_data( )

All of the house rules settings are stored in the file GAME_SET.DAT atthe conclusion of a game session. To facilitate the pit-boss inreinstating these rules, they are read from file into the game settingsand become the default rules. They may be altered in the rules editor(see pit_boss_ed( )). The parameter TABLE=0 from the above listingrefers to which of the five tables were used as the basis for settingthe current rules.

15.2 Game Hand History game_his( )

At the conclusion of every game, information pertaining to the handsthat were actively played is updated in the file GAME_OVER.DAT. Anexample is printed below:

15.2.1 Version

The version of source code rules-21.c is found at the beginning. A shortlist of house rules governing the game are listed after GAME CHAR:. Thenumber of games used to compile the data is given as well as the RNGused to select cards. The date upon which the game was played isprinted.

15.2.2 Player/Card Data

Under GAME LOG, some total values are listed. Cards Dealt refers to thequantity of cards dealt to active hands, including the dealer's. CardsRejected is a count of all the cards that did not qualify for theinitial filling of the card tray. Cards Accessed is the sum of the twoquantities above.

15.2.3 Card Histogram

The four arrays under CARD DEAL LOG: DISPLAY BY QTY DEALT indicate thedistribution frequency of cards by card type, where type is a numberfrom 1 to 52. This is repeated again, by percent usage.

15.2.4 Card Tray Data

The card tray from which cards are selected is built into an array whoseis length is the number of decks times 52 cards The first 52 cards ofthis initial tray are printed as “Card Tray Init.” Throughout game playthe card tray is shuffled, and the final state of this tray is printedfor comparison as “Card Tray Final.”

15.2.5 Card Tray Index

If either Traditional or Random Balance access to the card tray is used,an index is incremented with each access. The final state of the indexis printed.

15.2.6 Player Hand Data

The sequence of cards dealt to each player is printed by card type.

16. Rules Editor pit_boss_ed( )

16.1 Pit Boss Ed

16.1.1 Initialize Rule Tables init_house_rules( )

This is the entry function into the module PIT_BOSS.C. Its first task isto initialize the house rules with a call to init_house_rules( ). Houserules are either read from disk or they are generated from default tableA.

16.1.2 Make the Exec Screen

The executive screen is built with a call to mak_exec_scrn( ). Thisbecomes the pit-boss's graphical entry point to the game session. Thelist of items presented allows him to inspect the current default rulessettings or make changes to any of five pre-set tables. This choice willvector to the functions set_table( ) and edit_table( ) where changes toany of the tables is possible. He may also to choose to dump data filesto an I/O port or make adjustments to physical settings, such as speedor light sensor readings. If a brief review of instructions and overviewof the software is necessary, he may call up an on-line document fromitem Read More About The Instructions. When he is ready to commence withthe game session he selects EXIT Screen Now. This restores the defaultgraphics mode and frees up any allocated memory. The editor exits andthe rules portion of the game is entered.

16.2 Init House Rules

If the file GAME_SET.DAT can be found and read, all of the house ruleswill be read into the structure rule_save (below.) The table pointer,tab_indx, is set to point at the last table used to set the rules. Ifthe file cannot be found the default settings are taken from Table Awith the equate of variable: tab_indx=TAB_A.

struct   { int num_splits; // this sets MAX_SPLITS, must be <= 3 intdbl_splt; // permission to split on double-down int splt_10 //permission to split pairs of 10's int splt_ACES // 0 = no play out onsplit ACES; 1=play out hands   int face_cards; // 0 = loose, 1 = strict  int num_decks; // up to 12 allowed   int deal_seq; // TRAD = 0;RAN_BAL = 1;   FULL_RAN_BAL = 2   int soft_17; // STAND_17 = 0; HIT_17 =1   int double_down; // 2_CARD = 0; HARD = 1; 9_10_11 = 2;    10_11 = 211_ONLY = 4   int surrender; // YES_SURR = 0; NO_SURR = 1      inthole_card; // HOLE_FIRST =0; HOLE_SECOND = 1;    BOTH_UP = 2   intgame_table; // points to table last used to define rules     } r_table;

When the source of the rules has been identified the next task is tobuild a screen with graphics tools and then plug in the rule settings. Acall to set_table( ) builds all but the settings portion of the screen.Before they are filled in, a working image of the screen is saved inbuf_all_B[tab_indx] where tab_indx points to one of five tables thatwill be used to complete the settings column. In a field that is640.thrfore.480 pixels square, the buff_all_X images are advantageousarrayed from 50, 50 to 590, 425.

Next, an image of the complete screen is desired. This will be saved inthe buffer buf_all_C[tab_indx]. At this time both of the above images isidentical. The whole screen image is defined in an array from 0, 0 to640, 480.

When the current house rules are to be inspected a specialized screenwill be built from current settings.

The image is saved in a buffer buf_save_rules and when recalled willalways display the current settings. A call to make_save_screen( ) willachieve this. Since there are five rules tables plus another currentdefault table, a six-element array holds information regarding theinitialization of these tables. A ‘1’ indicates the table is done; ‘0’means it has not been built. Here, table_done[5=1 completes the currentrules table, and the program returns to pit_boss_ed( ).

16.3 Set Table Set_table( )

Use this function to construct a specific table A-E. The workinginterior is a space defined by an array between 50, 50 and 590, 425. Thescreen title is RULES TABLE X, where ‘X’ is a letter A-E. Three columnsare headed with labels:

RULE TYPE DEFAULT SELECTED

The RULE TYPE column is filled in with the set of parameters for thehouse rules. For the DEFAULT settings that correspond with the indicatedtable A-E, a pair of tables, rule_table_opt[ ], rule_table_opt[ ]inpit_tab.h are indexed to fill text buffer buf_opt[0-7] with the correctdefault value. The option buffers are then written respectively besideeach RULE TYPE parameter beneath DEFAULT.

For each RULE TYPE parameter an image box is created for the purpose ofscrolling the list with a reverse-video box enclosing each item. Theseimage buffers are buf_rule_A-G.

When the screen is built with two completed columns and three columnheaders, the screen image is saved in an image buffer, buf_all_A, whichhas no selected options under SELECTED. It is defined by an arraybetween 50, 50 and 590, 425.

The two images, buf_all_A and buf_all_B hold identical information now.As the table's selected option column begins to fill up, buf_all_B willhold a running memory of the changes, whereas buf_all_A will remainempty beneath that column.

16.4 Edit Table edit_table( )

The purpose of this function is to complete the building of atable[tab_indx] by filling in the SELECTED column with either defaultvalues, or values saved in game_set.dat for this particular table. Ifdefault values are to be used, the function set def_rules (i.e.def_splits( ) will find the default values in tables rule_table_opt[ ],rule_table_opt[ ] and write them beneath the header SELECTED. When done,the working image is saved to image buffer buf_all_B[tab_indx]. Severalhot keys are listed below the screen in order to save/revise the workingscreen. Key F1 allows the table to be edited. F2 accepts the currentsettings, and F3 restores any default settings that were changed. Thescreen exits upon the pressing of F2, after which the entire screenimage is saved in buffer buf_all_C[tab_indx]. If the table requiresediting, F1 will effect a call to edit_item( ) where items in theparameter list can now be changed.

16.5 Edit Item edit_item( )

16.5.1

A new set of hot keys are listed below the working screen in order toedit the screen. The up/down arrows will scroll the RULES column itemsby highlighting the selected item. A right-arrow key or a CR will causethat item to be opened for editing. If at any time the operator issatisfied with the settings, F2 will accept the screen and permitfurther choices. Following any change, the updated screen will bewritten to image buffer buf_all_B[tab_indx]. Prior to exiting thescreen, the entire screen is saved to image buffer buf_all_C[tab_indx].

16.5.2

When a rule parameter in the RULES column is highlighted and waiting foraction, control is passed to function go_edit( ) which serves keyrecognition and follow-through action upon edit_item( ). When theup/down arrow keys are pressed, an array which holds the eight items iseither advanced or decremented in order to comply with the arrow. Thecounter up_it is always incrementing, and modulo-8 division provides aremainder which is used by the switch to index into the correct item.When the up-key is pressed, a small array up_it_next[which_ed] revaluesthe pointer, up_it to the prior element.

16.5.3

If the ESC key or the right arrow key are pressed, the highlighted itemis to be edited. A return from go_edit( ) will enable the calling of theediting function for that discrete item. For example, to edit itemNUMBER OF DECKS a call is made to ed_decks( ).

16.6 Edit Splits ed_splits( )

The number of splits allowed is set here. A dialogue box is firstdisplayed in the SELECT column. Text “Type the number of splits:” isdisplayed. A conio.h function getch( ) is used to retrieve the typedcharacter, which is done as soon as a character is typed (not entered.)A limit of 3 is imposed, and if the character ‘4’ is typed, ‘3’ will bedisplayed. The choice above is stored into the rules structurerule_table[tab_indx].num_splits, where tab_indx points to one of thefive tables A-E. The function returns to ed_item( ) where the rest ofthe column is redisplayed and the image buffer buf_all B is updated forthis table.

16.7 Edit Face Cards ed_face( )

Next, “Type face Split Options: (0) Loose, All Equal to 10 (1) Strict,Pairs of Like Face Only” is display. See Splits, sec.7, for detailsabout these options. When the user types a character ‘0’ or ‘1’ it isread and the full text selection is displayed. If an out-of-boundscharacter is typed, the default value for this table is used. Thischoice is stored into the rules structurerule_table[tab_indx].face_cards, where tab_indx points to one of thefive tables A-E. The function returns to ed_item( ) where the rest ofthe column is redisplayed and the image buffer buf_all_B is updated forthis table.

16.8 Edit Double-Down on Split ed_dbl_splt( )

This rule pertains to a split hand and the option of accepting“double-down” upon that hand. Where “(0) No” is select, a d-down may notbe played on a hand that has split. Text “Double-Down On Split Hand?(0)No (1)Yes” is displayed in the box. A single typed charactercompletes the selection. If an out-of-bounds character is typed, thedefault value for this table is used. The choice is saved inrule_table[tab_indx.dbl_splt, where tab_indx points to one of the fivetables A-E. The function returns to ed_item( ) where the rest of thecolumn is redisplayed and the image buffer buf_all_B is updated for thistable.

16.9 Edit Split 10 Pairs ed_splt.sub.-10( )

This rule pertains to a split hand and the option of splitting a pair of10's. Here, house rule RULE_face applies (see sec. 16.7, above). Adialogue box is written with the text “Split ‘10’ Value Hands? (0)No(1)Yes” A single typed character completes the selection. If anout-of-bounds character is typed, the default value for this table isused. The choice is saved in rule_table[tab_indx].splt.sub.-10, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.10 Edit Split Aces ed_splt_ACES( )

This rule pertains to a split hand and the option of splitting a pair ofACEs. A dialogue box is written with the text “Play Out Split ACES?(0)No (1)Yes”. If “(1) Yes” is selected, a pair of ACEs may be split andeach new hand played out as normal. However, if “(0) No” is selected,then each ACE automatically becomes the first card of new hand H0 andH1, respectively, and a second card is dealt to each hand. Both handsare required to stand, and play proceeds to the next active player. Adialogue box is written with the text “Play Out Split ACES? (0)No(1)Yes”, and a single typed character completes the selection. If anout-of-bounds character is typed, the default value for this table isused. The choice is saved in rule_table[tab_indx].splt_ACES, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.11 Edit Decks ed_decks( )

Here the parameter that sets the number of decks in use is offered foredit. First, a dialogue box is displayed. Text “Number of Decks: (12MAX) (TYPE 2 digits, or ENTER 1 digit)” is displayed. If a single digitquantity is used, the character must be entered. If a two-digit numberis used, the entry is accepted upon typing the second digit. If anout-of-bounds character is typed, the default value for this table isused. Next, the full text selection is displayed. The choice is saved inrule_table[tab_indx].num_decks, where tab_indx points to one of the fivetables A-E. The function returns to ed_item( ) where the rest of thecolumn is redisplayed and the image buffer buf_all_B is updated for thistable.

16.12 Edit Deal Sequence ed_deal( )

Three options are offered for dealing cards: traditional, randombalance, full random balance. First, the dialogue box is displayed. Text“Type Deal Sequence: (0) Traditional (1) Random Balance (2) Full RandomBalance” is display in the box. A single typed character completes theselection. If an out-of-bounds character is typed, the default value forthis table is used. The choice is saved inrule_table[tab[indx].deal_seq, where tab_indx points to one of the fivetables A-E. The function returns to ed_item( ) where the rest of thecolumn is redisplayed and the image buffer buf_all_B is updated for thistable.

16.13 Edit Soft 17 ed_soft( )

When the dealer's hand is played out, his soft count may equal 17 if anACE is present. House rules may permit a hit, or they may enforce astand. The two choices are offered here. First, the dialogue box isbuilt.

The text is displayed: “Type Dealer Soft 17: (0) Stand (1) Hit”. Asingle typed character completes the selection. If an out-of-boundscharacter is typed, the default value for this table is used. Next, thefull text selection is displayed. The choice is saved inrule_table[tab_indx].soft.sub.-17, where tab_indx points to one of thefive tables A-E. The function returns to ed_item( ) where the rest ofthe column is redisplayed and the image buffer buf_all_B is updated forthis table.

16.14 Edit Double Down Options ed_doub( )

This selection determines what restrictions apply to hands that wish todouble-down.

-   -   2 Card Hands; any hand holding just two cards    -   Hard 2-Card Hands; the hand must have only two cards and neither        can be an ACE    -   9, 10, 11 Hands; the hand count is nine, ten, or eleven    -   10, 11 Hands; the hand count is ten or eleven    -   11 Hands only; the hand count must equal eleven

Text is displayed: “Type Double Down Option: (0) 2 Card Hands (1) Hard2-Card Hands (2) 9, 10, 11 hands (3) 10, 11 Hands (4) 11 Hands Only”. Asingle typed character completes the selection. If an out-of-boundscharacter is typed, the default value for this table is used. Next, thefull text selection is displayed. The choice is saved inrule_table[tab_indx].double_down where tab_indx points to one of thefive tables A-E. The function returns to ed_item( ) where the rest ofthe column is redisplayed and the image buffer buf_all_B is updated forthis table.

16.15 Edit Surrender Options ed_surr( )

The choices here are binary. The house either permits or does not permita surrender. The dialogue box is built. Text is displayed in the box:“Type Surrender Option: (0) None (1) Allowed”. A single typed charactercompletes the selection. If an out-of-bounds character is typed, thedefault value for this table is used. Next, the full text selection isdisplayed. The choice is saved in rule_table[tab_indx].surrender, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.16 Edit Hole Card ed_hole( )

The dealer's hole card may appear first, second, or not at all. Thesechoices are offered in this selection. First, the dialogue box iscreated. The text is displayed: “Type Hole Card Option: (0) Hole CardFirst (1) Hole Card Second (2) Both Cards Up.” A single typed charactercompletes the selection. If an out-of-bounds character is typed, thedefault value for this table is used. Next, the full text selection isdisplayed. The choice is saved in rule_table[tab_indx].hole_card, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.17 Default Options def_splits . . . def_hole( )

These functions serve to initialize the rules structurerule_table[tab_indx].xxx_yyy with selections that originate either froma saved list of values located in file game_set.dat, or from tableslocated in file pit_tab.h. The variable source indicates which file isto be accessed. When source=1 and the table has not been initialized,consult file game_set.dat. If the table is initialized, use the recentlyentered values from rule_table[tab_indx]. When source=0 and the table isuninitialized, the default tables are used.

SOURCE TAB DONE RETRIEVE FROM 0 0 Table: rule_table_dat (from pit_tab.h)0 1 rule_table[tab_indx].xxxx (edited values) 1 X File: saved values(from game_set.dat)

16.18 Make the Save Screen make_save_scrn( )

The purpose of this function is to prepare an edited table's image forpresentation when the user wishes to view all current house rulessettings. For example, if table E was last edited and accepted withkeystroke F2, and the pit boss wished to see the rules currently ineffect, he would choose “View Current Rules Table” from the executivemenu. The screen heading “CURRENT HOUSE RULES” is displayed with all ofthe selections he made in table E. Until he edits another table, thiswill be the default list of house rules every time a new game session iscommenced.

First, two portions of the table image are saved, as shown above. Thefull screen area is cleared and a new screen is created with the twoimage above placed within. After text headings and command lines areadded, the entire image is saved to image buffer buf_save_rules.

16.19 Show Current Rules show_current_rules( )

When current rules settings that are in effect are to be viewed, thisfunction which is called only from pit_boss_ed( ) will display the imagethat has been saved in buf_save_rules. See sec. 15.14 for moreinformation.

16.20 Free Memory free_mem( )

When graphics image are saved, large blocks of memory must be allocated.After the rules editor has been accessed and the game begins, theallocated is no longer needed. This function frees it up for otherresources.

17. Compilation and Files

The following indicates compilation and files

17.1 Compiler

Watcom C/C++, Version 11

17.2 Source Files

rules.sub.-21.c

pit_boss.c

transfer.c

send.c

bit_blt.c

game_comm.c

17.3 Include Files

21_cnst.h

pit_tab.h

21_type.h

rules.h

pit_boss.h

21_cnst.h

21_type.h

rules.h

cardsnd.h

rule_tab.h

sys_cnst.h

grf_type.h

grf_inc.h

grf_prot.h

sys_type.h

sys_glbl.h

sys_inc.h

sys_prot.h

17.4 Libraries

cardsend.lib

fg32.lib

fg32dpmi.lib

17.5 Files Used to Operate Game

17.5.1 game_his.dat

This file holds records of the ten most recent games, including playerwin/lose status and card usage data.

17.5.2 game_set.dat

Start-up settings for the next game session are stored in this file,including the original seed for the RNG.

17.5.4 dos4GW.exe

An executable file that serves to access protected mode memory.

17.5.5 cardlib.snd

Several recorded sounds are stored in this file for use by the soundblaster card. Specifically, the sounds of shuffled cards and cards beingdealt are saved here.

17.5.6 21play.exe

An executable file that runs the game.

18. Communications Module game_comm( )

18.1 General Description

This module performs a polled retrieval of serial data from a specifiedport, and transmits serial data via the same port. The port is connectedto the game hardware interface PCB where the following information iscollected and assembled into a ten-field data string:

Shoe switches (hit, stand, d-down, deal/cut, split)

Lock status

System status

Sensor data, up to 14 optical bet sensors

The port is operated at 19.2K baud without flow control. If the hostreturns an ACK the bet sensor will remain idle.

If the host returns a NAK, the bet sensor will retransmit the data.

18.2 Received Data String

18.2.1 Field One: Keypad Data

The first white-space delineated field contains keypad data from theshoe. Valid keys are 1-16, where an active key sends a ‘1’. A stringwill be sent every time a valid key is pushed.

18.2.2 Field Two Through Eight: Bet Sensor Data for Players 1 to 7,Respectively. Each of the Seven Fields is Coded as Follows:

0=no insurance bet, no game bet

1=no insurance bet, game bet in place

2=insurance bet in place, no game bet

3=insurance bet in place, game bet in place

A new record will be sent every time a bet has changed.

18.2.3 Field Nine: System Status and Lock Data

Bit assignment for field 9.

tx_dat.a.switches = 0; if (!RA4) // Pit Boss game modify switch active  tx_dat.a.switches += 1; if (!RD0) // Pit Boss power off switch active  tx_dat.a.switches += 2; if (RD1) // Door interlock 2 - True - Innerdoor is open   tx_dat.a.switches += 4; if (RD2) // Door interlock 1 -True - Outer door is open   tx_dat.a.switches += 8; if (RC5) // Spare  tx_dat.a.switches += 0x10; if (Hz60) // 1=60Hz 0=50Hz  tx_dat.a.switches += 0x20; if (sense_0_ok) // True sensor 3,2 is aboveminimum value   tx_dat.a.switches += 0x40; if (sense_1_ok) // Truesensor 3,3 is above minimum value   tx_dat.a.switches += 0x80;

Sensors 132 (above coded as 3,2 and 3,3) are ambient light sensors.Sense.sub.-0_ok and sense.sub.-1_ok will be set if minimum light levelswere measured on these respective sensors during the bet light detectionprocess. It is the responsibility of the host as to accept thereliability of the individual player bet sensors if there is a problemwith either the ambient light sensors.

18.2.4 Field Ten: Check Sum

A simple 8-bit checksum over the first nine fields with no carry iscomputed and transmitted.

18.3 Received Data Structure

Incoming data is organized within game_com( ) into the followingstructure:

Struct bim{ Byte keypad; Byte bet_status[7]; Byte switches; Bytecheck_sum }; Union{ Struct bim a; Byte packet[10]; }; tx_dat;

For example, when shoe data is inspected the location tx_dat.a.keypad isexamined.

18.4 Game_Comm game_com( )

When needed, calls to game_comm( ) are made from the rules modulerules.sub.-21.c. Before the function is called, the port is initializedin a call to a Greenleaf CommLib function:

PortOpenGreenleofFast(COM2, 19200L, ‘N’,8,1)

The function game_comm( ) first looks to see if new data is in thereceived buffer of the serial port. If the buffer is not empty, thevolume of data must exceed 20 bytes before the buffer is read. Next, aNAK is sent to the PCB for a retransmit of data. Then, a “c” is sent inorder to calibrate the bet sensor. Finally, a function serial_parse( )is called.

18.5 Serial Parse Serial_parse( )

The purpose of this function is to fill the data structure tx_dat.a.xxxwith the received string. The string is first read into buffer rx_data.The data fields are parsed into tx_dat.a.xxx. The checksum is computedagainst the nine fields and is compared against the received checksum infield ten. If the two don't match, a NAK is sent requesting aretransmission of the data. If the transmission is valid, a ACK is sentinstead.

18.6 Receive Data Rcv_data( )

This function works to retrieve each character in the transmission bycalling a Greenleaf CommLib function ReadChar(port) Until a carriagereturn is found, the data is read into array rx_data[ ].

18.7 Send Data Send_data( )

This function serves to assemble a message string for transmission tothe UART on the communications PCB. A Greenleaf CommLib functionWriteString(port) handles the physical layer task of transmitting thedata.

On power up (or any time the bet system is not responding) the Host willsend a “c” to the bet sensor to calibrate the bet optics. The bet sensorwill respond with an “ACK” if minimum light levels are present on allsensors. A “NAK” will be sent if those levels have not been attained.The following is the diagnostic output from the bet sensor when thefollowing single character is sent from the host.

-   -   Ascii Character “d”

This display shows the raw analog data the 16 possible bet light sensorsfor one AC line cycle.

-   -   Values can range from 0 to 255.

aval00=141 // bet player 1 aval01=0    // insurance player 1 aval02=0 ”7aval03=0 ” aval10=0 ” aval11=0 ” aval12=0 ” aval13=0 ” aval20=0 ”aval21=0 ” aval22=0 ” aval23=0 ” aval30=0 // bet player 7 aval31=0 //insurance player 7 aval32=0 // ambient light sensor 0 aval33=152 //ambient light sensor 1 aval00=140/1 aval01=1/6 aval02=0/6 aval03=0/6aval10=0/6 aval11=0/6 aval12=0/6 aval13=0/6 aval20=0/6 aval21=0/6aval22=0/6 aval23=0/6 aval30=1/6 aval31=0/6 aval32=0/6 aval33=151/1

-   -   Ascii Character “f”

This display shows the raw analog data the 16 possible bet light sensorsfor one to six AC line cycles. Values can range from 0 to 255 and 1 to 6line cycles. The format is a-d val/line cycles.

-   -   The brighter the light:    -   aval00=140/1    -   aval01=1/6    -   aval02=0/6    -   aval03=0/6    -   aval10=0/6    -   aval11=0/6    -   aval12=0/6    -   aval13=0/6    -   aval20=0/6    -   aval21=0/6    -   aval31=0/6    -   aval32=0/6    -   aval33=151/1

Power Failure Recovery

Any interruption to the computer/hardware power supply that issufficient in causing the computer to reset automatically result in thegame rebooting into a replay mode. No user intervention is required toassist the replay mechanism. The game will immediately enter the replaymode and all data from the previous game that was interrupted will berecalled from non-volatile CMOS memory and fed into the (1) decisionmaking engine, and the (2) card selection engine. The game will playautomatically up to the player and card at which the power was lost.

When a new game is played vital data about the game is entered intoholding buffers. With every state change in the game the buffers arewritten to NV-RAM, thus preserving the recent history of game statechanges. A few of the important state changes that are necessary toreplay the game are:

a) Active Players; when a game is replayed, only the active positionsfrom the last game are again active

b) Shoe Decisions; all decisions that result in stand, double-down, hit,split actions originate in shoe switches, and are recorded serially asthe game advances

c) Card Selection; every card that is dealt to either a player or thedealer is drawn from an electronic card tray that is randomly filledduring the shuffle/cut sequence. When a card is drawn, its number isrecorded serially in a buffer

d) Insurance Players; when a dealer shows an ACE, an insurance sequenceis entered and any player who places an insurance bet is recorded in abuffer which is later saved to NV-RAM. This information is used duringreplay to accurately replay the insurance bet.

The active window during which the above data is recorded begins whenthe first card is dealt and ends after the dealer has played out hishand. If the power drops during the dealer's playout sequence, his cardswill be restored to the point at which power went down. In any replay,after the last decision which was saved from the previous game isexecuted, all new cards will be drawn from a new card tray.

Further Alternative Embodiment Using Slot Symbols

FIGS. 52-54 show another embodiment of the gaming system. The systemshown in these FIGS. is substantially the same as the system of FIGS.40-51, and very similar to the systems of FIGS. 1-40, and can includemost or all of the various options discussed with regard to allembodiments described herein. Additional features of the system of FIGS.52-54 will now be described.

The system of FIG. 52 also has a set of slot symbols which can beassociated with the virtual playing cards dealt to the participants.FIG. 52 shows a slot symbol secondary display 900 which facilitates theplay of card games have the added slot symbols and related features.

FIG. 53 shows the slot symbol secondary display 900 in greater detail.Display 900 has a pay line display 902 which includes at least one, andpreferably a plurality of slot symbol positions 903. The slot symbolpositions can be assumed by slot symbols chosen from a total set of slotsymbols. The slot symbols can the some as a variety of know slot machinesymbols used in a variety of know slot machines of the knownconstructions. One advantage to the current invention is that the totalset of slot symbols can be very large and is not limited by the numberof physical stops existing on traditional reel slot machines. In theorythere is no definite limit to the number of slot symbols which can beemployed. More practically, the participants interested in using thesystem of FIG. 52 will likely prefer a total set of slot symbols whichis large enough to allow a wide degree of flexibility in determiningodds, while also allowing the regular players to have a full workingknowledge of the symbols which are available. FIG. 53 shows some of themore common slot symbols which as suitable for use. These include thesymbols “7” shown in window 906; the symbol “triple BAR” shown in window907; the symbol “double BAR” shown in window 908; the symbol “singleBAR” shown in windows 909 and 910; and the symbol “cherry” shown inwindow 911. There is also a blank window 905 which is used to depict thepossibility of have a changeable display contained therein wherein avarying symbol or symbol combination can be presented.

FIG. 53 also shows a second column of windows 915-921 which are used tostate the payoff for a given symbol or symbol group which may bereceived and for which a jackpot will be awarded. Window 915 is blankand is used to indicate a changeable display which may alternatively orcoordinately change with the symbol or symbols presented in changeablepayoff display 905. Windows 916-921 represent more traditional payoffschedule information showing what jackpot or jackpots will be awarded toa player or other participant for receiving a given slot symbol or groupof slot symbols. In the system of FIGS. 52-54, the system is configuredto ordinarily consider three slot symbols, as indicated by the threewindows 903 on the pay line display 902.

FIG. 54 shows a typical player display 118 having most of the samefeatures as discussed elsewhere herein. Similar numbers are used toindicate similar parts and features. One difference is the ante betdetector 980 which optically or otherwise detects the placement of abetting chip thereon to indicate optional participation of a player inthe slot symbol secondary game aspect of this system. The ante betdetector can also be able to detect the value of the ante chip or chipsplaced thereon in alternative configurations, such as discussed above inconnection with other betting chip detectors. The ante can also be paidfrom an electronic account, or paid in fashions suitable to the playersand casino.

FIG. 54 further shows the slot symbols are displayed in one or more ofthe virtual cards 142-146 by displaying slot symbols 941-946 near thelower left corner of each virtual card. In the configuration shown, onlythe first three virtual cards received are considered as the slot symbolgroup for determining the award of any jackpots. The symbols 944-946 canbe displayed, or alternatively, they can be suppressed from the display.

The slot symbols considered from the first three player cards aredepicted as three of the same “double BAR” slot symbols. This istypically a symbol group for which a jackpot would be awarded, assuggested in the payoff schedule at windows 908 and 918 wherein it isindicated that such a combination of slot symbols would result in apayoff of 500 times the ante bet.

The player display shown in FIG. 54 further shows a primary pay linedisplay 952 having display windows sections 963 which depict the slotsymbols associated with the players first three cards dealt, namely,142-144 which were associated with slot symbols 941-943, respectively.

Additional Operation and Methods

Additional aspects of the novel methods and operation of system 60 arenow further described. The methods are for playing a live card gameinvolving a plurality of live participants. The live participantsincluding at least one player and at least one dealer. The liveparticipants attend the card game personally about a gaming table.

In one aspect the methods include providing at least one presentationunit which is supported by the gaming table and has a viewing face whichis available for viewing by the participants attending the game aboutthe gaming table. The providing step occurs by constructing or havingconstructed a gaming table with system, such as system 60, retrofit orotherwise installed thereon.

In another aspect the methods include displaying a plurality ofchangeable participant display images from at least one participantvideo display which forms a part of the at least one presentation unit.The plurality of participant video displays can be provided in the formof discreet displays are shown herein, or part of a large display ifpractical in terms of positioning about the gaming table. The displayingstep involves providing participant display images which include playingcard images indicating virtual playing cards dealt or otherwise assignedto the live participants.

The methods further advantageously include processing data using atleast one game processor. The processing of data is advantageously usedto perform a number of data processing functions as have been describedherein. Of particular interest are the data processing steps whichprovide the following steps or functions. In one aspect such involvesproviding game rules which at least partially administer play of thecard game. In another aspect such involves defining a stack of virtualplaying cards having one or more decks of virtual playing cards includedtherein for use in playing the card game. Such decks can be conventionaldecks, abbreviated decks, or decks of unusual composition depending uponthe card game being played.

The data processing function further includes shuffling the stack ofvirtual playing cards to produce a stack sequence which determines theorder of virtual playing cards dealt or otherwise assigned to theparticipants. The stack sequence referred to can be done in a singletime frame, such as by using the traditional shuffle discussed above.Alternatively, such shuffling can be done on an intermittent basis toperform the continuous random shuffle, random balance shuffle or othershuffling routines on the fly as cards need to be dealt or otherwiseassigned in play of the card game.

The data processing functions can further include dealing virtualplaying cards to participants from the stack according to the gamerules.

The data processing functions further advantageously include instructingthe participant video displays to display at least playing card imagesindicating virtual playing cards assigned to the participants, saidvirtual playing cards assigned to the participant forming theparticipant's card hand. The instructing step relative to participantvideo displays can also include presentation of additional informationas detailed above.

The methods of this invention further involve controlling play of thecard game using at least one dealer control, such as dealer control keys85-89. The dealer control keys act as dealer control sensors which arecontrollably activated by the dealer control action of the card game.This control action includes at least dealing of virtual playing cardsto the participants. The description given above further details othercontrol actions of the dealer's operation of the system.

The novel methods can further include recording game action for the cardgame being played to enable subsequent analysis or replay. This can bedone using the mother board memory described above or by recording thedata on a remote memory device (not shown), such as connected throughserial port 187. The analysis will likely be performed at some otherlocation on a different data processing unit so that operation of thegaming table is not impeded.

Additional exemplary methods can include reversing the action of a gameto remove or back-up one or more steps performed in playing the game.This is indicated at step 743 of FIG. 49 and requires authorization froma pit boss using a key as read in step 742. The game can thus be backedup and resumed at a prior play. Security is assured by performing thedoors open step 744 which can suspend play at step 745 if the securitydoors are open or allow the player to decide his next move as shown instep 746.

The novel methods can also include replaying one or more sequence stepsof the game to show a participant the action which has transpired.

Methods may further include displaying a simulated stack image, such asat first dealing shoe display 81. This displaying can be furtherenhanced by display of a cut card image, and moving or adjusting the cutcard image to simulate playing of the stack.

Methods can further include sensing placement of betting chips by aplayer, such as at betting chip detection zones 120 using sensors 121.This is advantageously done for purposes of indicating participation inthe card game.

Another exemplary method can include sensing placement of betting chipsby a player for purposes of indicating an insurance bet being placed inthe card game, such as at insurance bet detection zones 130 usingsensors 131.

The methods involving sensing the betting chips can be enhanced by usingbetting chips which are encoded to allow determination of the value ofthe betting chips. Such methods can further include sensing the value ofchips placed by the players.

As explain above in the methods the decisions of the players areeffected by communicating instructions from the players to the dealer.These indicate playing decisions being made by the player in carryingout play of the card game. The dealer then implements the player'sdecision using dealer controls which perform by controlling the dataprocessing and other functions of the card game system.

The methods according to this invention can use shuffling processeswhich are performed in a manner which reorders the stack after each cardis dealt from the deck. The continuous random shuffling and randombalance shuffling described above perform this function. The shufflingfunction can also be effected using a shuffling process which reordersthe stack after each card is dealt from the deck, the reordering beingperformed after excluding any cards which have been dealt and arecurrently in the hand of a participant. This latter shuffling isperformed by the random balance shuffling.

The gaming system of FIGS. 52-54 is additionally novel in its operationand methods by including the steps of associating slot symbols, such assymbols 941-946 with virtual playing cards dealt or otherwise assignedto the participants. All or some of the virtual cards may be enhanced byassociating one or more slot symbols thereto. The associated slotsymbols can be associated automatically with all cards or only thevirtual playing cards for those players who have wagered an optionalante bet, such as by placement of a better chip at ante chip detector980. The association of symbols with the virtual playing cards can bequalified by the ante bet, or it can occur for all cards and the slotsymbols can be selectively displayed depending on game rules or optionalparticipation by placement of an ante bet.

The association of slot symbols is preferably a separate process in thegame software apart from the random number assignment of virtual cardsin the stack of virtual cards. This preferably independent processcauses the variable association possibilities to be very large. This isimportant in providing a large number of possible odds. Since the slotsymbol set can be defined to include multiple copies of the same symbolsthe different probabilities of symbols or groups of symbols canessentially be tailored to achieve large frequencies of winning slotsymbols or combinations of symbols, or very low frequencies of winningsymbols or combinations of symbols. These can be held constant or variedover time or with different machines or different versions of gamesplayed on each machine.

The novel methods involving the system of FIGS. 52-54 further preferablyinclude displaying the slot symbol or symbols. This can be done on theplayer displays, or upon all participant displays. This is preferablydone using the pay line display section 952 at player pay line displaywindows or frames 961-963. It is also alternatively or additionallypossible to display the slot symbol or symbols upon the secondary payline display 902 of slot symbol display unit 900. Other alternativemanners and modes of display can also be used.

The methods for using the system of FIGS. 52-54 also include awardingjackpots to players or other participants who receive a winning slotsymbol or combinations of slot symbols which make up a winning symbolgroup.

The slot jackpot aspect of the system of FIGS. 52-54 is also importantin that it adds an additional dimension to the play of the blackjack orother virtual card game. For example, a player may have two slot symbolsreceived in association with the first two virtual blackjack cards dealtto that player. If these two virtual cards are a winning slotcombination, then this may affect the player's decision making relativeto receiving additional cards. In one instance the player may go for abigger jackpot on the slot symbols while possibly risking loss of theblackjack hand. The slot jackpot awards can be made completelyindependent of the virtual card hand, or the slot awards can be madeconditional upon not busting or other game parameter. The added nuancesprovided in playing the dual aspect of this game may prove to be ofparticular attraction to some people who particularly enjoy complexgaming phenomenon.

The numerous methods according to this invention preferably involvedigital data processing functions and processes. This allows high speed,accuracy and clarity of display images.

Alternative Embodiment Slot Machine Game System and Methods

FIGS. 55-70 illustrate a further embodiment gaming system according tothis invention. The gaming system of these FIGS. is similar to the otheralternative gaming systems described herein with certain modificationsand enhancements which will now be described in greater detail. Thestructural and data processing components included in this gaming systemincludes a presentation unit 1100, a data processing and controllersection (not shown) similar to game processor section 90 describedabove. The gaming system of FIGS. 55-74 also includes a dealer controlmodule 1300 which is constructed the same or very similar to dealercontrol 80 described hereinabove. The presentation unit 1100, gameprocessor, and dealer control module 1300 are the same or essentiallythe same as the gaming systems described hereinabove and such priordescription will not be repeated for the sake of economy.

Presentation unit 1100, shown best in FIG. 55, includes a dealer display1102 and six player displays 1103. The displays can be a single displayor plural displays as is in the illustrated construction. In analternative construction (not shown), one or more of the dealer andplayer displays may alternatively be provided by a projection typedisplay wherein known projector television, holographic or othersuitable display technology is used to provide the images describedherein. The desired display technology is preferably encased in a cover1106 to prevent tampering by unscrupulous dealers or players.

The player displays 1103 have associated player display images 1133 and1134. FIG. 55 shows an attract mode display image 1133 which is merelyshown in outline but is detailed in FIG. 56. FIG. 55 also shows a playerparticipating display image 1134 which will be discussed in greaterdetail below.

The player displays 1103 form part of associated player stations whichalso include a betting zone 1120 having associated betting sensors 1121for detecting betting chips placed thereon to indicate participation bya player in the game. The player stations further include additionalwager zones 1136 which detect additional wager chips placed thereinusing additional wager sensors 1137. The manner in which additionalwager zones 1136 and sensor 1137 are used is further detailed below.

The player stations also preferably include bonus symbol betting zones1130 which have associated bonus symbol betting sensors 1131. The bonussymbol betting sensors detect presence of a gaming chip placed thereinto assure and allow recording that a player has elected to have a bonussymbol assigned to that player in response to placement of a bonussymbol ante bet by the players electing to do so.

FIGS. 55 and 73 show that the dealer station has a dealer display 1102which has several different active display areas 1141, 1142, and1144-1147. The first display area 1141 is used to present variousmessages to both players and the dealer. FIG. 73 shows one messagedirected to players. FIG. 74 shows another message directed to thedealer.

FIG. 73 shows that the dealer display 1102 can further include a seconddisplay area 1142. The second dealer display area 1142 canadvantageously be used to prompt the dealer when dealing is the nextappropriate step in the play of the game.

The dealer display also preferably includes card symbol display areas1144-1147. In typical operation, these display areas are used to displaydealer symbol display images such as 1345 shown in FIG. 73. Symbols orcard symbols can be displayed in any of the areas 1144-1147. Thesedisplay areas can also be used to display common card and bonus cardlegends as shown in display areas 1144 and 1147 of FIG. 74. A manner ofpresentation and utilization is further discussed below in connectionwith operation and methods for the gaming system.

The gaming system also preferably includes a dealer control module 1300illustrated in FIG. 71. Control module 1300 is the same or very similarto dealer control module 80. It includes dealer module display ordisplays 1304 and 1306 which appear through openings in case 1302. Acontrol key switch 1308 is provided as explain above. Speed of playadjustment key switches 1321 and 1322 are included to allow the dealerto change the speed of game play. Audio messages can be provided and thevolume of such audio messages can be changed using volume adjustmentkeys 1323 and 1324. Dealer control 1300 also includes a dealer controlkey 1325 which can be described as a deal key switch to control basicoperational progress of the game.

FIG. 56 shows an attract mode player display image 1133. In this displayimage information can be presented showing the payoff schedule or otherrules of play applicable to a particular game system. FIG. 56 shows wildcard symbols 1153 which can be used to match any other symbol. Accordingto one manner of play a player who receives four wild card symbolsassigned to the player's assigned symbol subset receives a payoff of50,000 times the player's wager. Three such wild card symbols receivedby a player provide a player payoff of 1000 times the wager. Similarinformation is presented in FIG. 56 with regard to additional slot-typesymbols such as the illustrated triple bar symbol 1151, cherry symbol1152, orange symbol 1156, plum symbol 1157, numeral seven symbol andother desired symbols as illustrated or otherwise known or created foruse in the gaming systems of this invention.

FIG. 57 shows another player display image 1134 and adjacent playerstation features at an initial stage of play. The attract mode image1133 of FIG. 56 is preferably automatically eliminated and replaced bythe image of FIG. 57 when a player places a betting chip 59 into thebetting chip zone 1120 as detected by sensor 1121. The image of FIG. 57has a first participation display zone 1167 which can be used to displaya variety of messages to the players as will be indicated in subsequentFIGS. 58-67.

The player display participation images 1134 have slot card displayareas 1161-1164 for display first, second, third and fourth symboldisplay images according to varying possible rules of play. In onemanner of play, the three display areas 1161-1163 form a pay linedisplay of three symbols which form the equivalent of a traditional slotmachine. In such embodiment, the fourth symbol display area andassociated image are used to display an optional fourth symbol card orsymbol purchased by a player for an additional bonus symbol ante. Thebonus symbol ante is preferably detected by the bonus bet sensor 1131when a typical betting chip is placed within bonus chip detection zone1130 (see FIG. 55).

The player display image shown in FIG. 57 is shown enlarged and atinitial play stage in FIG. 58. In this stage of game play, the playersymbol display areas 1161-1164 have open display image areas indicatingthat no card or symbol has been assigned. The upper display area 1167has a message 1177 has an introductory meaning indicating the potentialwinnings and wishing the player good luck. The lower portions of thedisplay are also advantageously provided with lower display indicators1165 and 1166 which are used routinely to indicate whether the playerhas won or lost a particular play of the game or to prompt the playersinto making decisions.

FIG. 59 shows a next stage of play after FIG. 58. The dealer has checkedmanually to see that all participants have placed there wagers in zones1120 and assured that play should begin. The dealer then depresses thedeal key 1325. A first slot card image is displayed in display area 1161with the image 1171 advantageously composed to simulate the back face ofa symbol playing card. This provides a desired analogy to virtual cardswhich present and are assigned virtual symbols from a defined set ofvirtual symbols variously determined by the rules of the particular gamesystem and its associated programming. FIG. 59 also shows that thesymbol display areas 1162-1164 remain open and without either a cardback image or a card face or other symbol image.

FIG. 60 shows a still further stage of game play wherein the firstsymbol display area 1161 has been modified to provide a display image1171 which shows a double bar symbol in a presentation simulating a cardsymbol face. The second symbol display area 1162 has been modified toprovide an image 1172 which simulates the back face of a symbol card.Symbol display areas 1163 and 1164 are still open and without either acard back image or a card face or other symbol image.

FIG. 61 shows a further stage of game play subsequent to the stageillustrated in FIG. 60. In FIG. 61 the second symbol card image 1172shows the virtual symbol assigned to this player. The third and fourthsymbol display areas 1163 and 1164 have been altered to show simulatedcard back faces. At this stage of play, the player has received twovirtual symbols displayed and the pay line can be reviewed to see if anymatches have occurred in the typical fashion known in connection withslot machines. FIG. 61 shows two displayed symbol images 1171 and 1172which do not match according to the rules of the game. The upper displayarea 1167 has been modified to show a message with reduced potentialbest hand odds. Such odds are associated with the player receiving wildcards in the slot card 3 and bonus card positions.

The stage of play illustrate by FIG. 61 can advantageously be providedby automatic programming operation in response to the dealer's initialcontrol of the game by depressing key 1325. Such automatic dealing anddisplay of the symbols for the first two virtual symbols assigned toeach player and the dealer then stops to allow potential doubling of theplayer's wager as is shown in FIG. 62.

FIG. 62 shows a still further stage of game play subsequent to the stageillustrated in FIG. 61. At this stage the dealer has called forpotential additional wagers. This can be implemented by prompting theplayer using display areas 1165 and 1166 to display the message“double?” which in the rules of play are queries asking the player if heor she would like to double down or double the original wager. Althoughthe practicalities suggest using a doubling wager as the onlypossibility, it may alternatively be possible to have different valuesfor the additional wager amount depending on the rules of play andprogramming of the game system.

FIG. 62 further shows that this particular player has chosen to place adouble down additional betting chip 59 into the additional wager zone1136 so that the additional wager is detected and signaled to the gameprocessor using the sensor 1137.

FIG. 63 shows a subsequent stage of play after the stage illustrated inFIG. 62. The dealer has called and checked visually to make sure thatall players have placed any desired double down wagers. The dealer thenproceeds to depress the deal key 1325 to progress the game to the nextstage or stages. This is illustrated in FIG. 63 by the display of athird virtual symbol image 1173 in the third symbol display area 1163.As illustrated, the wild card symbol in the form of a dollar sign hasbeen assigned to this player. The lower display areas 1165 and 1166 havebeen altered to query whether the player wants to place an optionalbonus bet to receive a bonus card or symbol. This can be done at bonussymbol detection zone 1130.

FIG. 64 shows a stage of play subsequent to that shown in FIG. 63. Thedealer has again assured each player the possibility of placing theoptional bonus bet. In the situation illustrated in FIG. 64 the bonussymbol has been assigned and is a numeral seven symbol. This matcheswith the similar symbol in image 1172 and the wild card symbol 1173.Thus the player is a winner when the assigned participant symbol subsetis reordered as shown in FIG. 65. The displays 1165 and 1166 can beprovided with win notification images 1175 and 1176 as shown in FIG. 65.The pay line display formed by display areas 1161-1163 show the sevensand wild card in alignment for easy player recognition.

FIG. 66 shows an alternative player display image wherein the player hasnot placed a bonus wager and the bonus card display 1174 is modified tohave a circle-bar overlay image indicating that no bonus card symbol hasbeen assigned for consideration in the player's symbol subset. The lowerdisplays indicate that this player has not win a payoff because of theplayer's subset does not compare favorably with a pre-defined payofflist programmed into the rules of the game system controller. The payofflist can include various programming techniques to define the winninggroups of symbols and the associated payoff amounts.

FIG. 67 shows a still further alternative player display wherein theplayer has elected to place a bonus wager, but the virtual bonus cardsymbol is an orange symbol. The resulting player virtual symbol subsetassigned to this participant is not a winning group of symbols and thedisplays at both top and bottom contain messages 1175-1177 indicatingsuch.

FIG. 72 shows the dealer display 1140 at the stage of play correspondingto the prompt of the participating player to decide whether to place anadditional or “double down” wager. The deal display area 1142 indicatesthat dealer action is required to resume play of the game. The symbolsubset assigned to the dealer as a participant in the game has not beenrevealed as indicated by the card back images in display areas 1145 and1146.

According to one method of playing the game system the first virtualsymbol assigned to the dealer is displayed as image 1345 of FIG. 73.This symbol can advantageously be a common card which is shared by thedealer and all players as the virtual symbol assigned to each player'ssubset. In the play illustrated by FIG. 73, the common or shared symbolis a wild card symbol and this is included in each participant's symbolsubset. FIGS. 65-67 show this shared or common symbol card as the thirddisplayed symbol image 1173.

FIG. 74 shows a further stage of game play wherein the dealer's secondassigned virtual symbol is also a wild card symbol in the form of adollar sign image 1345. This illustrates a further rule of play whichcan be included. The payoff list provides for payoffs to each player ifthe dealer has 2 or more wild cards assigned as the dealer's virtualsymbol subset. If the dealer receives two wild cards, then the dealer isprovided with added virtual symbol assignments which are displayed indisplay areas 1144 and 1147. This continues until the dealer is assigneda symbol card which is not a wild card. FIG. 56 indicates a payoff listwhich includes both winning groups associated with player virtual symbolsubset assignments and dealer virtual symbol subset assignments. Theserules are illustrative and can easily be modified by changing the numberof different virtual symbols and the frequency that each symbol existsin the total set of available symbols from which the virtual symbols areassigned to the participant players and dealer. Since the programmingcan be varied in almost limitless ways with different winning groups forplayer winning groups and dealer winning groups, the statisticalperformance of the game systems can be finely tailored to achieve alarge number of low payoff amounts at a high frequency while alsooffering very high jackpot amounts for winning symbol combinations whichappear very infrequently.

FIG. 74 shows the dealer display with an end of game image shown in theupper portion of the display. Each player has a representative circle1361-1366 which instructs the dealer what payoff is needed in view ofthe play of that particular round of the game. Message area 1368 canalso be used to indicate that the dealer pays every player ten timestheir wagers because the dealer symbol subset in that round of playincluded a winning group of two wild card symbols. The winningsassociated with the player symbol subsets and dealer symbol subsets areindependent in one implementation. This allows all players toeffectively have excitement over the player's subset and the dealer'ssubset in each round of play. This enhances play and excitement of thegame.

FIGS. 68-70 additionally illustrate the operation and programming of thegame system. The start of a new round of play is shown in block 1201.Players are prompted to place their bets by either or both the dealerand/or the one or more of the displays of the presentation unit 1100. Atstage 1203 the players perform by placing their wagers, such as atbetting zones 1120. Block 1205 indicates the check by the dealer for allbets being in place. If not then the program recycles to 1201 until thedealer hits the deal key as shown in block 1209. The active players areregistered into the game record at stage 1211 to record play of thegame. The game controller then proceeds to deal or assign the threevirtual symbol or symbol cards to each player. Block 1215 illustratesthe display of the virtual symbol images to each player. This can bedone simultaneously to speed play of the game and improve performance tothe casino.

FIG. 69 further shows block 1217 which indicates that the playersreceive a displayed message indicating the possible win, such as atmessage line 1177 (FIG. 58). Block 1219 illustrates the call by thedealer for any additional wagers. Any player places their additionalwager as represented in block 1221. The dealer checks to determine ifall bets are placed at block 1223. If all bets are placed then the gameprocess continues along path 1225 and the dealer depresses the deal keyas represented at block 1227. If not, then it recycles by path 1224 toallow completion of the additional wagering.

Block 1229 indicates that the dealer collects the bets at this stage ofplay. The common card is then displayed at block 1231. Any appropriatemessage is displayed at block 1233. The non-winning subsets areprocessed at block 1235 and these player positions are renderedinactive. Players can then continue optionally by placing the bonussymbol wagers as represented by the dealer's call in block 1237 andplacement of the bonus bets in block 1239. The dealer checks to see ifall bets are placed. If not, then the process proceeds by path 1242 toallow completion of betting. If completed, then path 1243 is pursued andthe dealer depresses the deal key to resume play of the game.

Path 1246 continues the process to FIG. 70. Block 1247 indicates a gameprocessor step which checks to see if any bonus bets have been placed.If so, then path 1248 is pursued and the assigned bonus card isdisplayed as represented by block 1251. The pay line cards are thenreordered as represented by block 1253. Path 1249 represents the path todetermination of whether there are winning groups. This is done bycomparing the pre-determined payoff list or schedule with the subsets ofsymbols assigned to the dealer and players.

Block 1257 indicates the game processor check to see if the dealersubset contains two wild cards. If not then path 1258 is followed and anew game round is initiated. If there are two dealer wild cards, thenpath 1259 is pursued and the dealer is assigned another symbol card atblock 1261. A similar analysis concerning the dealer's possibleassignment of a third wild card is represented at block 1263 withassociate process paths 1264 for a no answer and 1265 for a yes answer.If the answer is yes then the dealer draws a fourth symbol card at block1267. Block 1269 represents a comparison to see if the dealer subset hasbeen assigned four wild cards. Blocks 1277, 1273 and 1275 illustratepayoffs to all participating players if the dealer has received theindicated number of wild cards. Path 1280 proceeds from these dealerwinning group situations to the start of another round of play.

Exemplary methods include a processor-executable method that comprises:

generating card identity information for each virtual playing card usedin playing an electronic table game;

receiving wagering information from participants in the electronic tablegame, wherein each participant uses a separate video display of theelectronic table game, each video display controllable to providechangeable display images assigned to the participants;

accessing game rules which at least partially administer play of theelectronic table game;

defining virtual display images for playing the electronic table game,wherein at least some of the virtual display images are based on thecard identity information and on the wagering information;

assigning the virtual display images to the participants according tothe game rules; and

instructing the video display being used by an individual participant todisplay the virtual display images assigned to the participant accordingto the game rules.

The exemplary processor-executable method can further include receivingwagering information from a visual user interface displayable on atleast some of the video displays, or from chip sensors, or from both—thevisual user interface and the chip sensors enable each participant todesignate the wagering information. The chip sensors can detect apresence of betting chips placed by the participants using opticalsensors or weigh cells, and can even include reading a value of eachbetting chip.

Other exemplary methods can include playing a live game involvingwagering by a plurality of live participants, said live participantsincluding at least one player and at least one dealer, said participantsbeing live persons who personally attend the game at a live gamelocation, comprising:

-   -   displaying a plurality of changeable participant display images        from at least one participant display;    -   processing data using at least one game processor to perform at        least the following functions:        -   providing game rules which at least partially administer            play of the card game;        -   defining a set of virtual symbols for use in playing the            game; assigning virtual symbols from the set of virtual            symbols to the dealer and at least one player to provide            assigned participant symbol subsets thereto;        -   instructing the participant displays to display symbol            images indicating the virtual symbols assigned to the            participant symbol subsets;        -   comparing the participant symbol subsets to a pre-defined            payoff list which indicates whether an assigned participant            symbol subset is a winning group;    -   displaying participant symbols assigned to the participants        using the at least one participant display;    -   controlling play of the game using at least one dealer control        operated by the at least one dealer;    -   awarding payoffs to players who receive a winning symbol group.

Exemplary methods can further include recording game action to enablesubsequent analysis or replay.

Methods can further include reversing game action to delete the effectsof one or more actions taken in playing the game.

Methods can additionally include sensing betting chips.

Methods can include displaying at least two virtual symbols assigned tosaid at least one player in the participant symbol subset;

providing said at least one player an opportunity to view said at leasttwo virtual symbols;

determining whether said at least one player has placed an additionalwager;

after said determining, displaying at least one additional virtualsymbol assigned to said at least one player.

Additional methods according to the invention can include displayingimages of the participant symbol subset assigned to said at least oneplayer;

providing said at least one player an opportunity to view said images ofthe participant symbol subset assigned to said at least one player;

determining whether said at least one player has placed a bonus symbolante;

providing a bonus symbol to the participant symbol subset for a playerwho has placed a bonus symbol ante;

redefining the participant symbol subset for a player who has placed abonus symbol ante if said bonus symbol provides an improved payoff.

Still further methods can include comparing the participant symbolsubset of both said at least one player and said at least one dealer.

Additional slot machine methods can include methods for playing a slotmachine game involving wagering by at least one participant, comprising:

displaying a plurality of changeable participant display images from atleast one participant display;

defining a set of virtual symbols for use in playing the game;

assigning virtual symbols from the set of virtual symbols to the atleast one participant to define an assigned participant symbol subset;

instructing the participant display to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;

displaying images of the participant symbol subset assigned to said atleast one participant;

providing said at least one player an opportunity to view said images ofthe participant symbol subset assigned to said at least one participant;

determining whether said at least one participant has placed a bonussymbol ante;

providing a bonus symbol to the participant symbol subset for a playerwho has placed a bonus symbol ante;

comparing the participant symbol subsets to a pre-defined payoff listwhich indicates whether an assigned participant symbol subset is awinning group;

redefining the participant symbol subset for a participant who hasplaced a bonus symbol ante if said bonus symbol provides on improvedpayoff;

awarding payoffs to participants who receive a winning symbol group.

Further methods include, a method for playing a slot machine gameinvolving wagering by at least one participant, comprising:

displaying a plurality of changeable participant display images from atleast one participant display;

defining a set of virtual symbols for use in playing the game;

assigning virtual symbols from the set of virtual symbols to the atleast one participant to define an assigned participant symbol subset;

instructing the participant display to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;

displaying at least two virtual symbols assigned to said at least oneparticipant in the participant symbol subset;

providing said at least one participant with an opportunity to view saidat least two virtual symbols;

determining whether said at least one participant has placed anadditional wager;

after said determining, displaying at least one additional virtualsymbol assigned to said at least one participant;

comparing the participant symbol subsets to a pre-defined payoff listwhich indicates whether an assigned participant symbol subset is awinning group;

awarding payoffs to participants who receive a winning symbol group.

Additional aspects of the novel methods for playing a live game involvewagering by a plurality of live participants, said live participantsincluding at least one player and at least one dealer, said participantsbeing live persons who personally attend the game at a live gamelocation, comprising:

displaying a plurality of changeable participant display images from atleast one participant display;

defining a set of virtual symbols for use in playing the game;

assigning virtual symbols from the set of virtual symbols to the dealerand at least one player to provide assigned participant symbol subsetsthereto, at least one of the virtual symbols assigned being sharedbetween at least one dealer and at least one player;

instructing the participant displays to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;

comparing the participant symbol subsets to a pre-defined payoff listwhich indicates whether an assigned participant symbol subset is awinning group;

displaying participant symbols assigned to the participants using the atleast one participant display;

controlling play of the game using at least one dealer control operatedby the at least one dealer;

awarding payoffs to players who receive a winning symbol group.

CONCLUSION

Although exemplary systems have been described in language specific tostructural features and/or methodological acts, it is to be understoodthat the subject matter defined in the appended claims is notnecessarily limited to the specific features or acts described. Rather,the specific features and acts are disclosed as exemplary forms ofimplementing the claimed systems, methods, and structures.

1. A system, comprising: multiple video displays associated with anelectronic table game, each video display for a participant playing atthe electronic table game, the multiple video displays controllable toprovide changeable display images assigned to the participants; aprocessor to perform at least the following functions: providing gamerules which at least partially administer play of the electronic tablegame; defining display images for playing the electronic table game;assigning the display images to the participants according to the gamerules; presenting the display images assigned to a participant on one ofthe video displays; and a device to accept input from a participant toreveal to only the participant at least part of an identity of a virtualgame artifact represented by one of the display images.
 2. The system asrecited in claim 1, wherein the device comprises a player-controlledswitch to reveal at least part of the identity of the virtual gameartifact to only the participant.
 3. The system as recited in claim 1,wherein the virtual game artifact represented by the display imagecomprises one of a playing card, a die, a pair of dice, a domino, a gametile, a game-piece, a roulette number, a token, an icon, or a slotsymbol.
 4. The system as recited in claim 1, wherein the devicecomprises a touch screen display controlled by touch to reveal at leastpart of the identity of the virtual game artifact represented by one ofthe display images to only the participant.
 5. The system as recited inclaim 1, wherein the device comprises a touch screen display controlledby touch to turn on and turn off part of the display image.
 6. Thesystem as recited in claim 1, wherein the device comprises a touchscreen display controlled by touch to gradually reveal at least part ofthe identity of the virtual game artifact.
 7. The system as recited inclaim 6, wherein the touch screen display hides the identity of thevirtual game artifact by frosting, blurring, or disfiguring the displayimage representing the virtual game artifact and gradually reveals atleast part of the identity of the virtual game artifact by defrosting,unblurring, or refiguring the display image.
 8. The system as recited inclaim 6, wherein a degree of the touch determines a degree of revealingat least part of the identity of the virtual game artifact.
 9. Thesystem as recited in claim 6, wherein decreasing a degree of the touchincreases a degree of hiding at least part of the identity of thevirtual game artifact.
 10. The system as recited in claim 1, wherein thedevice comprises a touch screen display wherein a touch movement acrossa surface of the touch screen display determines a degree of revealingat least part of the identity of the virtual game artifact.
 11. Thesystem as recited in claim 10, wherein an opposing touch movementcomprising an approximate reverse of the touch movement determines adegree of gradually hiding at least part of the identity of the virtualgame artifact.
 12. The system as recited in claim 1, wherein the devicecomprises a touch screen display wherein a direction of a touch movementacross a surface of the touch screen display determines a degree ofrevealing at least part of the identity of the virtual game artifact.13. The system as recited in claim 1, wherein the device comprises atouch screen display controlled by touch to reveal and to shield thepart of the display image; wherein the processor defines a first displayimage of a virtual game artifact, the first display image showing ananonymous representation of the virtual game artifact; wherein theprocessor defines a second display image of the virtual game artifact,the second display image showing at least part of an identity of thevirtual game artifact; and wherein when the first display image isdisplayed, a touch on the touch screen displays at least a part of thesecond display image while the touch screen is being touched.
 14. Thesystem as recited in claim 13, wherein the first display imagerepresents the back of a virtual playing card and the second displayimage represents the front of a virtual playing card.
 15. The system asrecited in claim 14, wherein when the touch screen is touched, amovement of the touch on the touch screen changes a part of the firstdisplay image to become a corresponding part of the second display imageto reveal at least part of the identity of the virtual playing card. 16.The system as recited in claim 14, wherein when the touch screen istouched, a movement of the touch on the touch screen visually rolls acorner of the first display image of the virtual playing card to reveala corresponding corner of the second display image of the virtualplaying card to reveal at least part of the identity of the virtualplaying card.
 17. The system as recited in claim 14, wherein when thetouch screen is touched, a movement of the touch on the touch screenmorphs a corner of the first display image into a corresponding part ofthe second display image to represent an animation of a corner of theplaying card being lifted.
 18. A system, comprising: multiple videodisplays associated with an electronic table game, each video displayfor a participant playing at the electronic table game, the multiplevideo displays controllable to provide changeable display imagesassigned to the participants; a processor to perform at least thefollowing functions: providing game rules which at least partiallyadminister play of the electronic table game; defining display imagesfor playing the electronic table game; assigning the display images tothe participants according to the game rules; presenting the displayimages assigned to a participant on one of the video displays; and adevice to block at least part of a display image assigned to aparticipant from other participants.
 19. The system as recited in claim18, wherein the device comprises a physical cover to block a first viewof the display image from a first direction while allowing a second viewof the display image from a second direction.
 20. The system as recitedin claim 18, wherein the physical cover is moveable.
 21. The system asrecited in claim 18, wherein the device comprises a fixed cowling toblock a first view of the display image from a first direction whileallowing a second view of the display image from a second direction. 22.The system as recited in claim 18, wherein the device comprises: adirectional display screen, wherein the directional display screenallows viewing of the display image from a field of view or from viewingangles available only to the participant to whom the display image isassigned.
 23. A system, comprising: multiple video displays associatedwith an electronic table game, each video display for a participantplaying at the electronic table game, the multiple video displayscontrollable to provide changeable display images assigned to theparticipants; a processor to perform at least the following functions:providing game rules which at least partially administer play of theelectronic table game; defining display images for playing theelectronic table game; assigning the display images to the participantsaccording to the game rules; presenting the display images assigned to aparticipant on one of the video displays; a device to accept user inputto switch between a visually enlarged form of one or more display imagesand a visually compressed form of the one or more display images; andwherein the visually enlarged form secures the identities of one or morevirtual game artifacts represented by the display image, while thevisually compressed form reveals the identities of the one or morevirtual game artifacts.
 24. The system as recited in claim 23, whereinthe display image represents one of a playing card, a die, a pair ofdice, a domino, a game tile, a game-piece, a roulette number, or a slotsymbol.
 25. The system as recited in claim 23, wherein the deviceaccepts user input to zoom a magnification power or a visual sizebetween the visually compressed form and the visually enlarged form. 26.The system as recited in claim 23, wherein the display image comprises avirtual representation of a game piece having two or more sides; whereinthe visually enlarged form shows a first view of the virtual game piecethat secures at least part of an identity of the game piece; and whereinthe visually compressed form shows a second view of the virtual gamepiece that reveals at least part of the identity of the game piece. 27.The system as recited in claim 23, wherein the visually compressed formshows a set of virtual playing cards with the identity of at least oneplaying card revealed; and wherein the visually enlarged form revealsthe set of virtual playing cards with the identities of the playingcards secured.
 28. The system as recited in claim 23, wherein the deviceto accept user input initiates a toggle function for transitioning backand forth between two or more of the display images; and wherein whenthe display is toggled to show the identities of a set of the virtualgame artifacts in a secure mode, the player can further designatedindividual virtual game artifacts out of the set.